ULTRAKILL
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Ultrakill demands a lot of mechanical skill and movement from the player in order to receive high ranks in addition to just beating its bosses normally, here is a bunch of things you should know about Ultrakill before you go head long into danger.
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Introduction
In 2020, we were hit with quite a big indie gem with the early access release of ULTRAKILL on Steam: a fast-paced cuhrayzee FPS that got a lot of attention from both fans of classic shooters and action games alike. Since it's in early access, the game currently features its first and second act along with 3 secret missions and 1 special mission unlocked by getting P-ranks (perfect ranks). Despite this, the game is still a blast to get into now and hopefully this (in-progress) guide can help more players absorb more blood for fuel and get those P-ranks.
The Basics - V1 and Movement
ULTRAKILL introduces a number of basic elements in the form of on-screen tool tips whenever their first use is reached. We will recap V1's attributes and movement with more detail in this section.

V1
OUR HERO?
V1 is a machine that took part in the war that left humanity extinct. His primary directive is obtain blood as it is his only known source of fuel to stay alive. Without humanity to harvest from, V1 enters the Inferno itself in search of blood.


ATTRIBUTES
DAMAGE_SYSTEM
On the HUD V1 has 100 Health, but in reality its more like "10.0." ULTRAKILL's damage system is a simple system, where the health and damage done to enemies are values like "1.0" or "2.5." V1's health is effectively a 10x representation of this system. This guide will use numbers formatted as "N.N" to refer to weapon damage and enemy health and use "NN" to refer to V1's health and enemy damage.


BLOOD_IS_FUEL
V1's primary means of recovering health is to damage enemies at close range. This will douse him in fresh blood, restoring health proportional to the amount of damage dealt and his current missing health. V1 will recover more health when he is low and less when near max. Enemies that are covered in sand do not bleed, but parrying an attack from one will still heal you.


SOFT_DAMAGE
When V1 is hit by an attack it will directly subtract from his current health. Most attacks deal 25 damage, though suffering multiple hits at once will diminish the subsequent damage taken. V1 dies if his health reaches 0, forcing a restart at the last checkpoint.


HARD_DAMAGE
When V1 is hit by attacks continuously, his maximum health will begin to decrease. This starts on the first instance of damage and quickly increases as more damage is taken. This system is to prevent players from abusing the blood mechanic and ignore dodging. Hard Damage can be recovered by not taking any damage for a long enough period of time and the recovery is hastened when your Style is riding high. Certain attacks, such as the sand explosion from a Stalker, rapidly increase the hard damage amount.


RED_SOUL_ORBS
Some levels contain a red soul orb in its hidden secrets. In addition to granting the point bonus, it will grant an overcharge of 200 health, this overcharge cannot be maintained with blood nor does it carry over between levels.


STAMINA
V1 has a handful of actions that can only be performed when he has enough Stamina. V1 has 3 Stamina and it constantly regenerates at a rate of around 0.5/s. An audio cue plays when V1 attempts to use a Stamina action when there isn't enough available.


MOVEMENT
WASD
V1's basic movement speed is above average when compared to other shooters, but it isn't necessarily his fastest movement when purely travelling a level. Moving is often combined with jumping as it allows you to avoid attacks with no vertical aiming. V1 and enemies will move faster depending on the difficulty as the game speed will increase the higher the difficulty.


SPACE
JUMP
V1's basic jump is very high, compensating for the inability to double jump. Many secrets can be found and obstacles can be cleared in a single jump or using the wall jump.


WALL_JUMP
V1 is capable of 3 wall jumps, allowing him greater vertical range. Many secrets will require some use of the wall jump. There is an audio cue to alert the player when all 3 jumps have been used.


WALL_CLING
When moving against a wall without jumping, V1 will cling to it. This causes him to scrape against the metal and descend more slowly than normal. The speed of the cling will gradually increase the longer you hold on. Use this to survey an arena or look to where to jump next.


LEFT_CONTROL
SLIDE
Holding the button while on the ground will cause V1 to slide. While sliding: the position V1 is facing is locked, he cannot turn though he can slightly strafe, his height is lowered, his speed increases to a degree higher than his standard movement speed, he will pass through enemies, and stamina generation is paused. Sliding is similar to other shooters' sprint, but here there are more limitations that prevent constant use.


GROUND_SLAM
Pressing the button while in the air will cause V1 to ground slam. This inflicts a forced downward momentum onto V1, rapidly descending toward the floor (or bottomless pit). Enemies directly below V1 take 2.0 damage and some are more vulnerable to this attack.


SHOCKWAVE
Holding the button while in the air will cause V1 to perform a Shockwave. In addition to being a ground slam, surrounding enemies that are light will be launched into the air and become helpless. This action costs 1 Stamina.


LEFT_SHIFT
Pressing the button will cause V1 to DASH. Dashing is an incredibly important defensive tool that briefly makes V1 invulnerable while instantly moving a short distance in the direction you are currently moving, or if you're not moving then you move in whatever direction you are currently facing. Dashing can also be used to quickly cross short distances or gaps. This action costs 1 Stamina.


DASH_JUMP
Jumping during a dash will trigger a dash jump. This will launch V1 a very far distance forward and can be useful for fast movement or clearing large gaps. This action costs 2 Stamina despite dashing only costing 1 normally.
The Basics - Arms and Base Weapons
We will recap V1's arms and base weapons with greater detail in this section.

Arms
Feedbacker
V1's default arm.
Its punch only deals 1.0 damage, but is capable of parrying a great depth of attacks as well as perform other similar interactions. Punching a weakpoint will increase the damage to 3.0. Continuously whiffed punches will take longer to recover than hits or parries.


Knuckleblaster
Obtained in 1-4.
Its punch deals 2.5 damage and inflicts heavy knockback on most enemies. Holding the button will cause a blast, dealing 1.0 damage in area in front of V1. This can be used to easily clear groups of Filth or stagger enemies to preventing them from attacking.


Whiplash
Obtained in 4-4.
This permanently unlocks a new functionality for V1, a grapple hook. The grapple can be used to pull light enemies toward V1 or to reel V1 towards heavy enemies to quickly close the distance. The hook will only attach to living enemies, Malicious Face corpses, or special crystals. Sticking an enemy on the ground will cause 0.2 damage or 0.3 if it is airborne, and the chain will break when using your main arm's punch. Additionally, the chain can be used to pick up and place down key items such as skulls. The Whiplash will rapidly accumulate hard damage when used at low health. This effect can be mitigated by having high Style and only reeling briefly and allowing the conserved momentum to finish launching you (or enemy) to the desired destination.




Weapons
Revolver
Obtained in 0-1.
The Revolver is a reliable and consistent source of damage for the player regardless of skill level. It's pinpoint accuracy allows for long distance shots not feasible for the other weapons to perform. The available variants are Piercer, Marksman, and also possesses an alternate form.


Shotgun
Obtained in 0-3, or 0-2 from the Secret Encounter.
The Shotgun will fire a multitude of pellets that each deal individual damage. When the damage of all the pellets are combined, the shotgun can produce some of the highest direct damage output in the game. The available variants are Core Ejector and Pump Charge.


Nailgun
Obtained in 1-1.
The Nailgun is a rapid fire automatic projectile spewer that showers the area in nails. These nails will stick into enemies, enabling a number of new interactions that will allow for more damage. The available variants are Attractor, Overheat, and also possesses an alternate form.


Railcannon
Obtained in 2-2.
The Railcannon is a power burst damage weapon that has a forced cooldown of around 16 seconds. This cooldown is shared between all variants, so it is important to factor the current situation when choosing which variant to fire off. The available variants are Electric, Screwdriver, and Malicious.


Rocket Launcher
Obtained in 5-3.
The Rocket Launcher is a dedicated explosive projectile that can deal heavy damage to large targets or groups of enemies. The rocket's explosion will only deal damage upon a direct hit, with whiffs producing an equally useful concussive blast that only knocks enemies around. Being an explosive, the attack will set enemies on fire for additional damage. The available variants are the Freeze Frame and S.R.S Cannon.
The Basics - Weapon Variants
We will recap V1's weapon variants with greater detail in this section.

Weapons Variants
Revolver
Piercer
V1's first weapon, obtained in 0-1.
This hitscan attack deals 1.0 damage and can deal more damage when hitting a limb or headshot. The alternate fire charges a beam that will strike up to 3 targets, dealing 3.0 damage to each. The piercing beam will hit the same target multiple times if it is the only target hit. The alternate fire has a cooldown of around 2.4 seconds.


Marksman
Purchasable for 7,500P.
Alternate fire will toss a coin: this coin can be interacted with in many ways, with the most common being shooting the coin with the revolver. Shooting coins will covert the attack into a RICOSHOT that will automatically target an enemy weakpoint or chain to another coin, with each chain increasing the damage by 2.0. RICOSHOTs can also become splitshots when shot at the right time, hitting two enemies at once. The coins have 4 charges and gain 1 charge after 4 seconds.



Alternate
Obtained in 1-4 after all hidden slabs found in Limbo have been activated.
The alternate revolver changes the primary fire from a fast weak shot to a slower, more powerful shot. The primary fire now deals a flat 2.5 damage instead of 1.0 with location-based modifiers. The variants are also affected: Piercer deals more damage and can now hit up to 6 targets, but Marksman cannot perform a splitshot from its RICOSHOT. There is also an internal cooldown for the primary fire as attempting to cancel the re-fire animation will cause a penalty animation to be played instead.


Shotgun
Core Ejector
Obtained in 0-3, or 0-2 from the Secret Encounter.
This break-action sawed-off energy based double barrel deals a strong 3.0 damage when all pellets connect. The alternate fire launches a grenade that deals splash damage and sets targets on fire, with targets near the epicenter taking the most damage and knockback. Being a projectile, it will be dodged by the Streetcleaners and the grenade will be deflected. On smaller targets it will pierce through them letting you cut through scores of Filth and Strays.



Pump Charge
Purchasable for 12,500P.
Primary fire is now slightly faster being a pump rather than sawed off, but total max damage is decreased to 2.5. The alternate fire now charges the shot up to 4 times. Each charge increases the damage and amount of pellets fires: 2 charges is 4.0 damage, 3 charges is 6.0 damage. The 4th charge increases the damage to 10.0, but now its overcharged; instead of firing pellets, it just explodes. This deals 50 damage to V1 and the explosion deals 10 damage to everything it hits. It also causes a great amount of knockback which is useful for clearing gaps or returning to the arena in the Cyber Grind.


Nailgun
Attractor
Obtained in 1-1.
The DPS is around 4.5, making it very effective against big kills like the Malicious Face. There is a limit however, as it has an ammo count of 100 that it regenerates when not being used. It takes about 30 seconds for all 100 nails to regenerate. The alternate fire launches a magnet that nails will swarm toward and they can also be attached to enemies. The magnets themselves can only hold so many nails and when they reach their limit will explode. This blasts the nails all over the place dealing each nail's individual damage, a +NAILBOMB if you will. Magnets have 3 charges and gain 1 charge when an active magnet detonates.




Overheat
Purchasable for 25,000P.
This nailgun removes the limited ammo count, but instead builds heat as it is fired. When it reaches max heat the fire rate will be reduced and the only way to remove the heat is to either stop firing or use the alternate fire. The alternate fire rapidly blasts out up to 57 flaming nails based on the current heat amount while expending 1 heatsink. The overheat blast deals up to 12 damage and sets enemies on fire, making it extremely useful for dealing burst damage. Once all heatsinks are expended, the fire rate is reduced to the point where it is unusable and at least 1 heatsink will need to recharge to restore the fire rate. Heatsinks have 2 charges and gain 1 charge after 8 seconds.



Alternate
Obtained in 4-4, when a druid that possesses electric magic activates the hidden coil.
The Sawblade Launcher is a significant departure from the Nailgun in term of use. Rather than rapidly spewing nails, the Sawblade Launcher will fire sawblades from its crossbow-like chassis, dealing greater damage and piercing through all targets. Attractor has an ammo count of 10 saws and the saws will orbit around magnets rather than swarming into the center. Overheat only has 1 heatsink, but the alternate fire will produce a giant flaming sawblade that will bounce off of walls.

Railcannon
Electric
Obtained in 2-2.
The Electric Railcannon is the big frick off gun of ULTRAKILL. This hitscan attack deals 8 damage and has unlimited pierce. Line up as many targets as possible to produce maximum damage and Style points.


Screwdriver
Purchasable for 100,000P.
This variant fires off a drill that will stick into enemies. It deals 10.25 damage and the drill will cause the foe to continuously spill blood in a larger area that will restore more health than normal. Useful for low mobility targets, especially bosses that are giving you a difficult time.


Malicious
Purchasable for 100,000P.
This variant is a hitscan like the Electric, but deals 1 less damage. Instead of having unlimited pierce, it will instead create a big explosion on impact similar to the Core Ejector grenade or Rocket Launcher. Useful for blasting a group of projectile flinging foes.


Rocket Launcher
Freeze Frame
Obtained in 5-3.
The Freeze Frame allows you to delay the next rocket you fire from moving based on how long the timer was held before firing. The long the timer is held, the longer the delay is before the rocket moves. This can be use to set up rockets against a boss as multiple Freeze Frame rockets can exist at once, or to ride the rocket and traverse to special areas that are normally inaccessible through even advanced movement. The timer only has a limited supply, and slowly recovers when not being used.
The Basics - Parry and Attack Types
We will recap the Parry mechanic and different Attack Types in this section.

+PARRY
Introduced in 0-1, the Parry mechanic is a vital component to ULTRAKILL's combat that can save V1 from certain defeat by turning the attacks of his foes against them in a variety of unique and powerful ways. Parrying an attack will usually add 5 damage and deflect it, while also fully restoring V1's stamina and health up to the hard damage limit.

Feedbacker
The most common and consistent way to Parry, accomplished by punching at the correct time. It is capable of nearly every form of parry, from reversing melee attacks to deflecting projectiles. The timing for projectiles is a window before the projectile would hit V1, while telegraphed attacks are indicated by a "blip" sound effect accompanied by a yellow spark particle. Some telegraphed attacks cannot be parried, but will still use the indicators to alert the player with the key difference being that the yellow particle is instead blue.


Shotgun
Any shotgun is also capable of Parrying telegraphed attacks, accomplished by using the primary fire at the correct time. The timing is more strict for this type of parry, and you are unable to deflect projectiles.


+INTERRUPTION
Any hitscan attack can perform an interruption effect by shooting the enemy's projectile before they fire it. This causes the projectile to explode, usually killing the attacker while damaging any foes around them.


+INSTAKILL
Currently can only be performed on Streetcleaners. By precisely shooting or using a proper RICOSHOT on the gas canister at the backside of Streetcleaners, they will explode and will be instantly killed while damaging any foes around them.


Attack Types
Melee
Melee attacks are close range strikes that can be easily parried by using the Feedbacker or Shotgun before the attack hits or when telegraphed by the indicators. The most common foe that uses melee is the Filth. Melee is also commonly favored by bosses like Swordsmachine. Parrying a melee attack will reverse the attack, add 5 damage, and heal V1.


Projectiles
There are a handful of enemies that use fast moving projectiles that are difficult to parry. Examples include the shotgun pellets from Swordsmachine and V2, but also includes the Orb held by Cerberus or the Hideous Mass' harpoon. When Drones die, they turn themselves into a projectile and begin to fly toward V1. The Feedbacker is the only way to parry these attacks. Parrying these attacks will deflect them in whatever direction you are facing, add 5 damage, cause them to become explosive, and heal V1.


Hell Energy
Hell Energy is the most common attack V1 will encounter, used by all Husks as well as other enemies like the Drone and the Mindflayer. These projectiles can also have a homing effect, locking on and automatically tracking V1. There is special form of Hell Energy used by Hideous Mass and the Very Cancerous Rodent, which is an explosive mortar type. The Feedbacker can both deflect and cancel Hell Energy, Shotguns can cancel Hell Energy in the same way as telegraphed attacks. Hell Energy can trigger an Interruption effect when the projectile is hit with a hitscan attack before being launched. The Knuckleblaster can also be used to knock away homing Hell Energy. Hell Energy can often be blasted back into its user causing massive self damage.
Parrying Hell Energy will deflect it in whatever direction you are facing, add 5 damage, cause it to become explosive, and heal V1. Melee parries will reverse the attack, add 5 damage, and heal V1.





Hitscan
A few enemies use a special hitscan attack that can only be parried at the moment before they initiate the attack, telegraphed by the indicators. These attacks will instantly strike wherever they are being aimed at. The most common hitscan attacks are the Malicious Face's laser and the Mindflayer's death ray. Parrying a hitscan attack will reverse the attack, add 5 damage, heal V1, and in some cases will create an explosion that will damage nearby foes. This explosion does not hurt V1.


Shockwave
A few enemies use a ground slam attack that will create a shockwave, similar to the one V1 can produce. This shockwave must be jumped over or dashed through, as it cannot be parried. Enemies will take minimal damage from the shockwave and light ones will be launched helplessly upward.


Explosion
Used by Minos Prime, Sisyphean Insurrectionist, and as an attribute to other attacks. Explosions are large blasts that can only be avoided by either being out of its area of effect or dashing at the right time. The explosive strikes of the Insurrectionist and Minos Prime can be difficult to avoid at first due to occurring so close to V1. Taking damage from an Explosion will briefly prevent you from healing so avoid them whenever possible.


Void Orb
Used by Corpse of King Minos and Flesh Prison. This special homing projectile is slow moving and has a very large hitbox. It cannot be removed from play unless V1 collides with it, which is not advisable as it will deal 10 damage and also set the hard damage to 99 if you happen to survive.


Divine Wrath
Used by Virtues and the Flesh Prison. This attack is indicated by a summoning circle and organ droll. When it triggers, a blinding beam of light will encase the inner parts of the circle and expand outward. The attack's hitbox does not dissipate until the light has reached the full circle.
The Advanced - The Alternate Revolver
Within the climax of Limbo, first time players will find a vault in the left lower area while trying to find the blue skulls. On the vault are 4 markings of roman numerals and a slab in front of it. This is the puzzle players must solve in order to obtain the alternate primary fire for the Revolver.

LIMBO FIRST /// HEART OF THE SUNRISE
The first hidden slab is found at the final room of 1-1. Through breaking the glass ceiling and slam boosting upward, players will find the first slab. Once activated, an on-screen tooltip will indicate that it has been pressed which hints that something greater is happening. The slabs only ever need to be activated once to gain progress toward unlocking the alternate revolver.

LIMBO SECOND /// THE BURNING WORLD
The second hidden slab is found after opening the red skull door or taking the Railcannon shortcut. By going into the lava room and then turning left, you can find a cracked wall. Blasting the crack and going through what is maybe a sewer will lead you to the locked off slab. Finding the second cracked wall will have stroll through CV-11's iconic dungeon and then have a (not so) fierce battle against Cancer Mouse. Upon his gory demise, the Very Cancerous Rodent will spawn outside to take revenge and defeating him grants access to the second slab.

LIMBO THIRD /// HALL OF SACRED REMAINS
The third slab is locked away in the Secret Encounter. In order to access the secret encounter, players must endure both skull gauntlets. After placing both the red and blue skull on their pedestals at the split door, a stain glass window will lower near the entrance that will lead to the slab. Steel yourself however, for it is guarded by Swordmachines Agony and Tundra. They must be defeated within a close time frame of each other, or else the downed one will begin to regain all of its health.

LIMBO CLIMAX /// CLAIR DE LUNE
Once all three slabs are activated, simply press the final tablet. This will open the vault and permanently unlock access to the alternate fire mode for the Revolver. You are able to mix and match which variants use which fire mode. It is recommended that you use Alternate for Piercer and Normal for Marksman.
The Advanced - The Alternate Nailgun
GREED CLIMAX /// CLAIR DE SOLEIL
Only druids who posses lightning magic can open the locked alter within the pyramid. By firing the electric charge into the waters of the chamber of the rodent and feline, a side door that leads to the alter will open. This permanently unlocks the Alternate Nailgun, a mechanized crossbow that shoots sawblades instead of nails.
Due to the nature of the weapon there cannot be considered a definite setup when pairing it with the normal Nailgun, but we do not recommend using the Alternate Nailgun for both variants for most encounters.
P-2 is the notable exception, as its large arenas and multiple enemies massively increase the overall throughput of a dual Alternate Nailgun loadout.

For general use:
Attractor Sawblade
Overheat Nailgun

For boss use:
Attractor Nailgun
Overheat Sawblade
The Advanced - Movement
Now that we understand all of the basics, it is now time to discuss the more advanced tech that can be used. Here is the advanced movement that V1 can perform which will be helpful in obtaining P-Ranks and challenges.

Slide
Slide Jump
When performing a slide, jumping at anytime will launch V1 forward at a much faster speed than either walking or sliding on its own. This is the most effective way to traverse levels after combat encounters and will be vital when completing the S-Rank time requirements.


Slide Chain
Slide Jumps can be chained together to conserve the momentum from the previous jump. Mistiming this chain will reset the momentum, and cause the next slide jump to be much shorter than normal. V1 can gain a very high amount of speed from properly chained slide jumps.


Momentum Storage
Slide Jumps can be used to store the momentum gained from actions like sliding over a bounce pad or a Dash Jump. This is more difficult to maintain due to the high velocity V1 travels, but can be useful in short bursts on levels like 2-1 and 2-4.


I-Frame Storage
Sliding immediately after dashing on the ground will keep the invulnerability active until the slide ends. This means you can extend the duration of the dash's invulnerability for as long as you can slide. This is effective in large arenas such as in 3-2 and P-1 or when utilizing the powerful explosion from the maxed out Pump Charge.


Ground Slam
Slam Boost
Jumping immediately after performing a ground slam will propel V1 much higher than his normal jump. This is required to access some secrets and can be used to skip parts of levels that are intended to be traversed using the wall jump.


Slam Storage
This special technique can be tricky to consistently perform at first. The effect is that you cancel the forced momentum of a ground slam by performing a wall jump away from the wall at the same time. This will result in the action lines that surround V1 to stay active, but the downward momentum is no longer applied. Despite this, the momentum from the ground slam is still being built and immediately jumping will rocket V1 toward the ceiling (or the sky). This is required to complete certain challenges and is most effective in the Cyber Grind to as a retreat option. The momentum can be used in slide jumps to achieve the fastest horizontal movement possible.


Whiplash
Enemy Step
When jumping off an enemy with the Whiplash, the amount of wall jumps and wall cling weight are reset. Use this effect to extend your recovery or retreat when dealing with large encounters.


Slam Storage
Slam Storage can also be done while reeling toward a target with the Whiplash. The forced movement of the Whiplash prevents the slam's downward movement while still storing momentum.

ULTRABOOST
After shooting a Core Ejector grenade in the opposite direction of where you want to go, you can hit it with the Malicious railcannon for a hyper quick "rail cannon jump" that has the capability to toss you across entire maps. Do note that it does deal 50 damage to you when performing it.


Soul Boost
This interesting, albeit situational movement tech involves you whiplashing the virtue once you kill it. You don't necessarily need to whiplash the virtue ball after you kill it, since whiplashing to it and shotgun swapping will instantly pop the virtue giving you the same result. If done correctly, it can boost you across large sections of the map or give you a lot of horizontal movement speed needed to survive later waves of the Cyber Grind.
The Advanced - Combat
Here are all the advanced combat techniques that will be useful in rapidly defeating foes for Time, Kills, and Style S-Rank requirements.

Revolver
+RICOSHOT
Any hitscan attack can perform a RICOSHOT, not just the Revolver's regular primary fire. The Piercer charge beam, as well as the Alternate's primary fire and charge beam, can be converted to a RICOSHOT which will greatly increase the damage. The piercing effect is also retained and the beam will strike 2/5 targets between the coin and the coin's target or hit the coin's target multiple times if it is the only one.


Optimal Coin Usage
The first assumption players often make about the Marksman coins is that you're intended to flip them forward in combat and shot the small projectile for the RICOSHOT, rewarding the player for accuracy. While this is a nice sentiment it is far from consistent or optimal usage. The best and most consistent way to use the coins for their auto-aim attack is to either look up, or down if you're airborne, and them shoot with a hitscan attack or delay the attack if you're planning on using a splitshot. The physics of the coin mean that you'll hit it practically every time, allowing for quick kills or low HP targets or using all 4 coins at once to stack a big hit for a boss.


+CHARGEBACK
A special interaction between the Marksman coin and the hitscan laser of the Malicious Face and Sentry. If a coin is flipped in front of the where the laser is shot as the telegraph indicators trigger, then the coin reflects the laser back at the foe which kills it instantly alongside chaining to other active coins.


+FISTFUL OF DOLLAR
Normally if you punch a coin it will do damage to the nearest enemy's weakpoint and will fly upwards afterwards giving an opening to continue punching or shoot the coin. Splitshot timing gets reset after each coinpunch. However, you can punch/juggle your own coin with the Feedbacker against the floor to stack damage up to 5 times for massive opening damage against bosses.



Shotgun
Shotgun Swapping
The shotgun re-fire animation can be skipped by changing to another weapon or changing the variant. This allows you to rapidly fire off shotgun shots, increasing your overall DPS as each cycle produces 5.5 damage. It is most effective against slow targets such as the Demons.


+PROJECTILE BOOST
By using the Feedbacker at the right time after firing any shotgun, it will perform the +PROJECTILE BOOST. This faux parry will increase the velocity of every pellet fired and turn one of them explosive. The explosive pellet deals 5 more damage, but can hurt V1, so be aware of this when using it at close range. Can be combined with shotgun swapping for 3 quick consistent projectile boosts, after that a melee cooldown takes effect where you can only boost every other shotgun swap. It is most effective against groups of enemies as an impromptu area attack.


Manual Grenade Detonation
While the grenade explodes in impact with the ground or most enemies, you are capable of manually detonating the grenade by shooting it with a hitscan attack. The resulting explosion is much larger and does double damage with a stylish new red color. You can take this even further by shooting the grenade with the Malicious Railcannon for even more damage and quadruple the explosion size. This can be useful against enemies that are normally unaffected by the grenade such as the Streetcleaners.



Nailgun
Magnet Load Bearing
When multiple magnets are launched and are close enough together, nails and saws will be pulled between them rather than only swarming to single one. This load bearing effect allows you to centralized the location of the nails/saws and increase the amount of them present since both will be constantly moving between the multiple magnets instead of just one.


+CONDUCTOR
Nails will stick into enemies which increases their mass by a small amount. While it is funny to pull the enemies around with the magnets, the big boon is that an Electric Railcannon shot at a foe with nails inside of it will cause them to be electrified! These electric nails wriggle for a moment before bursting out of their victim, generating a respectable amount bonus damage. Use this combo to score just that extra bit of damage that you need to get through a tough encounter.

Trap Stacking
Saws do have weight like nails, but it doesn't mean magnets can only hold one or the other. Magnets can have both saws and nails on the same magnet, creating both a central mine of nails and a spinning blade of death. This trap setup is most effective in open arenas where there is space for the saws to spin.

Railcannon
+ULTRARICOSHOT
Just like the Piercer beam, the Electric and Malicious variants of the Railcannon can perform RICOSHOTs. Electric retains its unlimited pierce and the Malicious retains its explosion.


Railcoin
A complicated interaction with the Electric Railcannon and the Marksman coin. The effect involves flipping a coin straight up and then also flipping a coin behind the target. Hitting the coin behind the target while also hitting the target with the Electric Railcannon will chain the beam through the target to the coin in front of the target and then finally back to the target again, resulting in the target getting hit 3 times for massive damage. More than 2 coins can also be used, increasing the damage to crazy high amounts.


Rocket Launcher
Manual Rocket Detonation
Similar to the Core Ejector grenade, the rockets of the Rocket Launcher can be shot with hitscan attacks which create the same empowered red explosion. The Freeze Frame can be used to essentially create explosive traps wherever you want.

Rocket Ride
The rockets of the Rocket Launcher do not explode when making contact with V1. This allows you to latch onto them and travel great distances. Use Rocket Ride to disengage from an open arena to get your bearings.

+FRIENDLY FIRE
Enemies of different types are capable of damaging and a even killing one another with their attacks. Demons like Cerberus and Malicious Face can be lead into clearing swaths of lower enemies with their explosive attacks, saving you time and brainpower.


+FRIED
Some attacks have a secondary property where they set the enemy on fire, dealing 0.2 damage each second for its duration. The explosive attacks of the Core Ejector and Rocket Launcher are the most direct way to set enemies are fire, and the Streetcleaner can be baited into setting non-Machines on fire with its flamethrower. Enemies can be vulnerable to Fire, like the Insurrectionist who will take extra damage and bleed more when on fire.
The Advanced - Style
The Style Index is a comprehensive and DMC inspired measurement of your performance against the forces of hell within ULTRAKILL.

Style
Style Points
The attacks and kills you accumulate in the ULTRAKILL builds up the meter on the top right of the screen and is categorized in 8 ranks. The speed of which you pass through the ranks and acquire points is dependent on how good, fast, and varied your playstyle is in game.

The Ranks
ULTRAKILL - Gold
SSShitstorm - Red
SSadistic - Red
Supreme - Red
Anarchic - Orange
Brutal - Yellow
Chaotic - Green
Destructive - Blue

Hard Damage Recovery
Your current Style Rank heavily influences your ability to recover hard damage. The higher the rank, the shorter the the delay before recovery and the higher the rate of said recovery. When you are at the highest ranks hard damage is practically nullified, but this effect can quickly be lost if you are unable to maintain the rank.

Style Bonuses
Various Style Bonuses in ULTRAKILL are gained when killing your foes in combat in unique and nuanced ways. Utilizing combat combos such as +CONDUCTOR or +ATTRAPTOR are easy ways to gain extra style during encounters. Style Bonuses will also be applied when performing special actions such as parries or inflicting an +ENRAGE on an enemy.

Modifiers
Style Point gain can influenced in a number of ways that will require V1 to use his movement abilities and to regularly change which weapon is being used in a combat encounter.

Multiplier
Whenever you are sliding or are airborne, a Style Point multiplier builds. The multiplier maxes out at x3.00 and only decays when you stop meeting its conditions, meaning it's easier to maintain than you would initially think. Keeping the multiplier at its max value at all possible times will allow you to easily gain enough style to fulfill the S rank requirement for most levels.

Fresh Weapon Bonus
As a weapon deals damage and scores kills, it's ability to provide Style Points gradually decreases. Fresh weapons and variants start out providing 50% more Style Points than normal, but will decay to normal yields after enough kills. This decay will go even further if the weapon is continuously used, providing less than normal Style Points and eventually none whatsoever. Regularly switching weapons and their variants will ensure that no one weapon ever decays to the point where it provides no Style Points.

Style Penalty
Taking any of damage will subtract from your current Style Rank and Style Point total. Additionally, having to restart from a checkpoint will cause the Style Rank to be completely reset and all the Style Points gained since reaching the checkpoint to be lost.
The Advanced - +KILL
Here are strategies for the various enemies and big kills ULTRAKILL will throw at you. Ordered first by type then listed by order of appearance.
Underlined Attacks are Telegraphed and can be Parried
Italicized Attacks are Telegraphed but can not be Parried

+ENRAGE
Under certain conditions +KILL and +BIG KILL enemies will enrage, increasing speed and sometimes adding additional mechanics. Starting on Violent difficulty, most +BIG KILL enemies and bosses will enrage when they reach below 50% health.


+KILL
Filth
First Encountered: 0-1
Health: 0.5
Weight: Light
Attacks: Melee Lunge (30 Damage)
Weaknesses: Attractor Nailgun damage increased by 200%
Shoot at it until it dies.


Stray
First Encountered: 0-1
Health: 1.5
Weight: Light
Attacks: Single Hell Energy (25 Damage)
Weaknesses: Attractor Nailgun damage increased by 200%
Annoying in groups and can easily overwhelm if you don't pay attention to their attacks. A headshot is usually the quickest way to deal with them unless there are more than one. If that is the case, splitshots are fine.


Schism
First Encountered: 0-3
Health: 5.0
Weight: Light
Attacks: Hell Energy Volley (25 Damage)
Resistances: Fire damage reduced by 50%
Weaknesses: Attractor Nailgun damage increased by 150%
Can be killed easily with a point blank shotgun blast, but if they are in groups it is recommended that you either use projectile boosts or time their attacks to do a RICOSHOT interrupt.


Drone
First Encountered: 1-1
Health: 2.0
Weight: Feather
Attacks: Extended Hell Energy (25 Damage), Projectile Explosive Kamikaze (35 Damage)
Can be 1 shot with the alt revolver, Knuckleblaster or a RICOSHOT. One way to deal with them is to pull them close with the Whiplash and then slap them with the Knuckleblaster to hit groups of enemies with them. In groups you usually want to splitshot them.


Streetcleaner
First Encountered: 1-2
Health: 4.5
Weight: Light
Attacks: Fire Flamethrower (20 Damage)
Resistances: Explosion damage decreased by 50%
You can slide under their flamethrower to avoid damage. Easiest way to deal with them both solo and in groups is to use a RICOSHOT to hit the canisters on their backs.



Soldier
First Encountered: 2-2
Health: 2.5
Weight: Light
Attacks: Extended Hell Energy (25 Damage), Melee Shoulder Bash/Kick (40 Damage)
Weaknesses: Attractor Nailgun damage increased by 150%
Can be 1 shot with the alt revolver or a RICOSHOT. When fighting these guys in groups, splitshot them before they can fill the air with projectiles. The more spread out they are, the more dangerous they become.


Virtue
First Encountered: 4-1
Health: 10
Weight: Middle (Whiplash pulls to Virtue, but is knocked back by Knuckleblaster and explosions)
+ENRAGE: Staying alive for the amount of time it takes for it to attack 3 times
Attacks: Divine Wraith (30 Damage), Concussive Blast
Weaknesses: Nailgun damage increased by 125% and Electric Railcannon damage increased by 150%
Focus these guys whenever they show up because the longer they stay, the more annoying they become. Once enraged, their attack will start tracking in front of you instead of on you. Easiest way to deal with them solo is to Whiplash to them and shotgun swap, in a group it is recommended that you line up as much of them as you can with the Electric Railcannon and take them out with one shot. Upon death, Virtues will release a powerful blast that deals heavy knockback to V1.


Stalker
First Encountered: 4-2
Health: 3.5
Weight: Middle (Whiplash pulls to Stalker, but is knocked back by Knuckleblaster and explosions)
Attacks: Sand Explosion (10 Damage, applies Hard Damage equal to missing health)
Weaknesses: Revolver damage increased by 150% and Attractor Nailgun damage increased by 150%
Can be 1 shot with the alt revolver, and is the preferred way to deal with them before they can get close to other enemies. In groups, it is difficult to take them all out quickly even with coin split shots especially in the Cyber Grind.


Sentry
First Encountered: 5-1
Health: ?
Weight: Feather
Attacks: Hitscan Laser (35 Damage), Melee Kick (25 Damage)
Being the lightest foe, the long charge up of its laser can be interrupted by pushing it around with explosions or pinning it to a wall or ceiling with the Attractor Nailgun magnets.


Idol
First Encountered: 5-2
Health: 1
Weight: N/A
Attacks: Protective Barrier, Concussive Blast
Resistances: Only takes damage from the Feedbacker or Knuckleblaster
The Idol is a stationary support demon that provides a protective barrier to an enemy, rendering it invulnerable to all forms of attack. The barrier is capable of moving from enemy to enemy and will prioritize higher threat enemies. When killing an Idol, it will fully heal V1 and release a Concussive Blast, similar to the blast that is done by the Virtue upon their death.
The Advanced - +BIG KILL
+BIG KILL
Malicious Face
First Encountered: 0-4
Health: 15
Weight: Heavy
+ENRAGE: Health is reduced to 7.5 or less
Resistances: Immune to Explosions (Excluding the Malicious Railcannon)
Weaknesses: Nailgun damage increased by 150% and Ground Slam damage increased by 200%
Attacks: Two 6 Hell Energy Volleys (25 Damage), Hitscan Explosive Laser (50 Damage)
Practically identical to its boss incarnation, except it has less health. Once enraged, it will shoot the Hell Energy volleys faster and use the laser twice per cycle. Dealing with them alone is easy, just parry the Hell Energy it throws at you back while hitting them with a charge shot from the alt revolver. Sometimes a parry will kill it immediately due to the explosion reflecting a fresh volley back into itself. In groups, they can turn into a Cyber Grind run killer and can make you wonder if you are playing ULTRAKILL or a bullet hell game. When the latter happens, its best to usually line up as much of them as you can and hit all of them with a shot from the alt revolver piercer shot, followed up with an Electric Railcannon shot and then pepper them down with either Nailgun of your choice. Or be a chad and use the Whiplash to get in close, parrying every thing they can throw at you while dashing through everything else, so you can shotgun swap/parry them point blank. Enemies directly below a Malicious Face will be crushed by its corpse if it dies which will instantly kill them regardless of their current health or state.


Cerberus
First Encountered: 1-2
Health: 22
Weight: Superheavy
+ENRAGE: Another active Cerberus dies
Attacks: Melee Shoulder Bash (25 Damage), Projectile Explosive Hell Orb (20 Damage), Shockwave Ground Slam (25 Damage)
Much smaller and more mobile than its boss counterpart. The head is the weak point for revolver headshots and critical punches. It also retains its enrage behavior, so ones that spawn alone will never enrage. Enraged Cerberus attacks and moves much faster. Dealing with these guys solo is easy. You can either dump the Attractor into him, or you can choose to open with a shotgun swapped projectile boost into him 3 quick times and then just keep bursting him down with the Nailgun or continue shotgun swapping. In groups its usually wise to get them weak before they start enraging, you can tell how weak a Cerberus is by the cracks in him. In Cyber Grind these guys if left unchecked and enraged will try their hardest to make sure you never touch the ground ever again with their increased rate at which they throw fast balls. The best way to deal with them in the Cyber Grind is to bait them into charging at you while close to the edge. That way they can just fall off and piss off his friends to make it easier for you to bait them off the ledge.


Mindflayer
First Encountered: 2-3
Health: 30
Weight: Heavy
+ENRAGE: Health is reduced to 15 or less
Attacks: 5 Homing Hell Energy Volley (30 Damage), Hitscan Death Ray (35 Damage), Melee Whips (30 Damage), Explosion Self Destruct (50 Damage)
The Mindflayer will frequently teleport to V1's location, and often initiates attacks by teleporting behind him. The teleport can be prevented by using the Screwdriver Railcannon or the Whiplash. Homing Hell Energy Volley can be knocked away with the Knuckleblaster, or one can be parried with the Feedbacker then the rest dashed away from. Death Ray initiates by teleporting away from V1 and blasting an arc at his current location. Melee Whips can be parried based on the telegraph indicators. Once enraged, she will teleport more frequently and cycle through her attacks faster. With proper timing, you can instantly kill the Mindflayer with any weapon that can create an explosion before she throws out her homing attack. In groups, you want to aim for that instant kill on one of them to make the rest of the fight easier and try to Whiplash to another one and focus that one with shotgun swapping while dodging/parrying the attacks from it and others.

The Advanced - Prelude Bosses
Here are all the strategies for the various bosses ULTRAKILL will throw at you. Bosses are listed by order of appearance.

Bosses
Malicious Face
Encountered: 0-1
Health: 25
Weight: Heavy
+ENRAGE: Health is reduced to 12.5 or less
Resistances: Immune to Explosions (Excluding the Malicious Railcannon)
Weaknesses: Nailgun damage increased by 150% and Ground Slam damage increased by 200%
Attacks: Two 6 Hell Energy Volleys (25 Damage), Hitscan Explosive Laser (50 Damage)
Found as the first official boss at the end of 0-1, the Malicious Face is a test of the player's understanding of basic movement and parry mechanics. It fires two sets of 6 Hell Energy, the last of which is the easiest to parry. The hitscan laser has a long wind up, and the parry opportunity is indicated by the signature telegraph indicators. Once enraged, the Hell Energy is shot out much faster and the laser is used twice in a cycle instead of once.


Swordsmachine
Encountered: 0-3, 0-2 (Secret Encounter)
Health: 50+75
Weight: Superheavy
+ENRAGE: Parry a telegraphed melee attack or deflect the Sword Throw back at it (Temporary)
Weaknesses: Shotgun damage increased by 150%
Attacks: Projectile Shotgun (25 Damage, Phase 1 Only), Melee Sword Combo (25 Damage), Melee Jump Slash (40 Damage), Melee Spinning Sword (30 Damage, Phase 2 Only), Projectile Sword Throw (30 Damage, Phase 2 Only)
Swordsmachine is the first multi-phase boss encountered, featuring 2 health bars of differing amounts. Phase 1 features a slow and cumbersome Swordsmachine, favoring the jump slash and its shotgun. Phase 2 lacks the shotgun attack, but features many more melee attacks and overall faster speed. Aside from the inaccurate shotgun and sword throw, all melee attacks feature no verticality which makes jumping away the most effective means to avoid damage. All of the sword attacks can be parried causing a brief stun, but this will also cause an enrage. While enraged, Swordsmachine's attacks are significantly faster and parries will not stun it.


Cerberus, Guardian of Hell
Encountered: 0-5
Health: 80+40
Weight: Superheavy
+ENRAGE: Another active Cerberus dies
Attacks: Melee Shoulder Bash (25 Damage), Projectile Explosive Hell Orb (20 Damage), Shockwave Ground Stomp (25 Damage)
Cerberus is a giant slow moving statue whose attacks are easy to avoid. The shoulder bash and stomp have long wind ups and can easily jumped or dashed away from. The Hell Orb creates a large explosion that can damage the Cerberus and it can also be parried. Once the first Cerberus reaches 40 Health, a second one will awaken also with 40 Health. It is important to defeat both at the same time, for if one dies before the other then the enrage effect activates. Enraged Cerberus attacks and moves much faster.
The Advanced - Infinite Hyperdeath Bosses
Cancerous Rodent and Very Cancerous Rodent
Encountered: 1-2 (Secret Encounter)
Health 0.1+50
Weight: Heavy
Weaknesses: Ground Slam damage increased by 200%
Attacks: Nothing (CR), 3 Mortar Homing Hell Energy (20 Damage, VCR)
Cancer Mouse has no attacks and any attack of yours will gib it. Very Cancerous Rodent is more dangerous for its volley of hell energy is both explosive and homing. Either repeatedly ground slam it while also attacking for max damage, or stand in front of its face to prevent the Hell Energy from properly spawning for max safety.



Agony and Tundra
Encountered: 1-3 (Secret Encounter)
Health: 50+50
Weight: Heavy
+ENRAGE: Parry a telegraphed melee attack or deflect the Sword Throw back at it (Temporary)
Both Weakness: Shotgun damage increased by 150%
Agony Weakness: Electric Railcannon damage increased by 175%
Tundra Weakness: Explosion damage increased by 175%
Attacks: Projectile Shotgun (25 Damage), Melee Sword Combo (25 Damage), Melee Jump Slash (40 Damage), Melee Spinning Sword (30 Damage), Projectile Sword Throw (30 Damage)
These two colored Swordsmachines possess all the attacks Swordsmachine has from both of his phases. When one loses all of its health, it will enter a downed state. You must defeat the other Swordsmachine within a limited time or the downed one will begin to heal all of its health.


Hideous Mass
Encountered: 1-3
Health: 175
Weight: Supremeheavy
+ENRAGE: Health is reduced to around 30% or less
Weaknesses: Any damage dealt to the tail is tripled.
Attacks: 2 Mortar Hell Energy (60 Damage), Shockwave Ground Slam (30 Damage), Shockwave Vertical Clap (40 Damage), Projectile Tail Harpoon (25 Damage)
This giant demon possess protective armor that deflects attacks aimed at it, even the Railcannon. Aim for the exposed flesh to deal damage, especially the tail. The tail is the weak point as all damage dealt to it will be tripled. The Tail Harpoon greatly limits you ability to move if it sticks into you, so if you happen to get hit either assault the tail or punch with the Knuckleblaster to free yourself. The Hell Energy and Harpoon are quite hard to parry, so it is better to avoid both of them. If you don't want to deal with this large fella, then instantly kill him with the soap found in the blue skull gauntlet.


V2
Encountered: 1-4
Health: 40
Weight: Heavy
+ENRAGE: Run away for long enough (Temporary)
Resistances: Revolver damage decreased by 60%
Attacks: Projectile Triple Revolver Shot (10 Damage), Projectile Revolver Beam (30 Damage),
Projectile Shotgun (25 Damage), Projectile Core Eject (35 Damage)
V2 makes his grand entrance, wielding a revolver and shotgun. V2 rapidly traverses the arena, using different attacks depending on V1's distance from him. Long range has him use the Revolver and close range has him use the Shotgun. RICOSHOTs can be useful in getting damage against him, but V2 is also capable of shooting the coins to inflict a COUNTERRICOSHOT. Another approach for those ignoring style is to use coin punch stacking, as V2 is considered a valid target for the coin punch even before the battle begins.


The Corpse of King Minos
Encountered: 2-4
Health: 65+160
Weight: Heavy
+ENRAGE: Health is reduced to 80 or less
Weaknesses: Revolver damage increased by 150% for King's Hand
Attacks: Shockwave Slap (35 Damage, King's Hand), Melee Fist Attack (45 Damage), 1 to 2 Hell Energy (25 Damage), 1 to 2 Homing Hell Energy (35 Damage), Void Orb (10 Damage, 99 Hard Damage)
The enormous late king of Lust tests the player's situational awareness and ability to recognize special interactions and parries. The King's Hand is a brief attempt to break down V1 before the real battle begins by creating shockwaves with his slaps, but is much weaker to the Revolver. Once the red skull is placed, approaching the center of the arena will begin the battle. Minos mainly attacks with his fists: punching, palming, or slamming. All of these can be parried, which deals massive damage helping you bring him +DOWN TO SIZE. After the first set of attacks, Minos will spawn a Void Orb, constantly following the player with its threatening promise of 99 Hard Damage. Starting at 80 Health two snakes will gouge out Minos' eyes and throw normal and homing Hell Energy at the player in addition to Minos' other attacks.


Gabriel, Judge of Hell
Encountered: 3-2
Health: 50+50
Weight: Heavy
+ENRAGE: Reach the 2nd phase (Temporary on Standard and below)
Weaknesses: Nailgun damage increased by 125%
Attacks: Melee Sword Combo (15 Damage), Melee Greatsword Combo (35 Damage), Melee Helmbreaker (25 Damage), Projectile Sword Throw (25 Damage). Projectile Axe Throw (30 Damage), Projectile Explosive Spear Throw (50 Damage), Spinning Swords (35 Damage, Enrage Only)
The final boss of Infinite Hyperdeath, Gabriel is foremost a test of your resolve and determination. His fearsome sword combos can kited using backwards slides and dashes, and the final sword throw can be parried. The Helmbreaker will strike from above twice before throwing the explosive spear; while enraged the strikes are delayed and there is a second explosive spear. Whenever he finishes an attack cycle, he will stop and taunt V1 and it is here you should restore your lost health. When Gabriel enrages, the Spinning Swords will appear preventing you from getting close to heal. The swords will disappear if you are hit by them or when he stops to taunt, but they will reappear after he finishes his taunting.
The Advanced - Imperfect Hatred Bosses
Sisyphean Insurrectionist
Encountered: 4-2
Health: 110
Weight: Superheavy
Weaknesses: Fire increases all other damage dealt and increases Blood given
Attacks: Melee Malicious Beating (30 Damage), Explosive Concussion Impact (30 Damage), Shockwave (25 Damage)
The Insurrectionist is more vertical than prior bosses, leaping high in to the air to attack V1. Once in the air, he will strike with his Malicious Face, and then reel himself toward that location. He can also stomp back down to the ground which will generate a shockwave. His Malicious Face generates a short ranged explosion that can be tricky to avoid the first time around. Despite living in Greed, the Insurrectionist is extremely susceptible to being on fire, so attacks that cause fire such as the Core Ejector are a must to use. Stacking the dual wield power-ups found in 4-2 will also help out with a quick kill. You can parry all of the Malicious Face attacks and hitting him with one will knock him down for a stun.
In the Cyber Grind they can end up covered in sand and if so, the Malicious Face in its hand can be shot for blood though this deals no damage.


Mysterious Druid Knight (& Owl)
Encountered: 4-3 (Secret Encounter)
Health: 80
Weight: Feather
+ENRAGE: Health is reduced to 20 or less
Attacks: Hell Energy Full Auto (25 Damage), Homing Hell Energy Fuller Auto (30 Damage)
MandaloreGaming's waiting puzzle completes upon putting Matt McMuscles' blue skull upon the pedestal. Being the lightest foe in the game, the Druid Knight can easily be tossed around by attacks, making the shotgun more effective if you reel him toward you with the Whiplash. Knock away the homing Hell Energy with the Knuckleblaster and swap to the Revolver when he starts using Fuller Auto as the blast will send both him and the Hell Energy flying away.


V2 Rematch
Encountered: 4-4
Health: 80+30
Weight: Heavy
+ENRAGE: Punch V2 with the Knuckleblaster or run away for long enough (Temporary)
Resistances: Revolver damage decreased by 60%
Attacks: Projectile Triple Revolver Shot (10 Damage each), Projectile Revolver Beam (30 Damage), Projectile Shotgun (25 Damage), Projectile Core Eject (35 Damage), Projectile Nailgun (8 Damage), Hitscan Ricoshot and Counter-Ricoshot (8 Damage +1 for Every Coin)
V2 is back and isn't happy about his loss. On top of the original arsenal and behavior, V2 adds two new attacks. These attacks are a rapid fire burst of projectiles from the Nailgun which he will use at very close range and RICOSHOTs as a delayed hitscan used along with the other Revolver attacks. Be careful with the Coins you toss as these can be used against you for the COUNTERRICOSHOT attack, but it can be intercepted for a +COUNTERRICOSHOT of your own. To avoid being pelted with the Nailgun, use the Attractor's magnets to convert the nails for a free +NAILBOMB. Keep to using the Feedbacker for this battle, as striking V2 with the Knuckleblaster will cause him to enrage like a piss baby. Enraged V2 will attack more frequently and is much more accurate with his attacks.


The Ferryman
Encountered: 5-2
Health: ?+?
Weight: Heavy
+ENRAGE: Reach Phase 2
Attacks: Melee Staff Strike, Explosive Staff Slam, Lightning
The Ferryman guards the boat that sails the river Styx, and the fight will not start until the idol guarding him is broken. He will constantly be dodging and weaving out of your line of sight and will immediately dash out of the way whenever your crosshair is placed on him. His agility necessitates a more surgical approach to the fight, and that is where the Nailgun's ability to attack indirectly becomes paramount. Whether that be placing a magnet directly into him or creating a ball of nails and spinning saws, being able to damage him without the need to direct aiming is the key. The auto-aim attack of the RICOSHOT will also greatly benefit you. When the second phase begins, he will jump to the upper parts of the ship and another idol will protect him. He start to strike the player with tracking lightning until the idol is broken. Once the second idol is broken, he will return to fighting as he did in the first phase. The Ferryman can also be skipped entirely by providing him with a Marksman coin, however killing him is required to achieve S rank kills.

Leviathan
Encountered: 5-4
Health: ?+?
Weight: Supremeheavy
+ENRAGE: Reach Phase 2
Weaknesses: Attacks to the Gore Growth deal triple damage
Attacks: Melee Lunge, Melee Tail Sweep, Hell Energy Volley
The Leviathan is heavily armored like the Hideous Mass, and features a similar weakpoint. On it's head is a Gore Growth that serves as the primary weakspot, will all attacks that hit it dealing triple damage. Leviathan's attacks are fairly simple to avoid, with simple dashes and Whiplash grapples to the provided crystals being more than sufficient. Initially, Leviathan will submerge to perform its tail sweep attacks and only emerge afterward. After phase 2 begins, Leviathan will start to layer the tail swipes in addition to its direct attacks and stop submerging. The most effective means of dealing damage are attacking the Gore Growth in the top of its head or blasting the Hell Energy Volley back into its mouth. Scaling the beast directly is tricky, as it will violently fling you upward when attempting to get up on its back for a clean shot in the Gore Growth.

Gabriel, Apostate of Hate
Encountered: 6-2
Health: 50+50
Weight: Heavy
+ENRAGE: Immediately (+ENRAGE ends in Phase 2)
Weaknesses: Nailgun damage increased by 125%
Attacks: Melee Splendor and Valor Combo, Melee Splendor and Valor Teleport Combo, Explosive Projectile Splendor and Valor Throw, Spinning Swords (Phase 2 Only)
Gabriel sits at the summit of Heresy, seething with perfect hatred for the unruly evil you put him through in Gluttony. Gabriel holds nothing back and begins immediately enraged, striking V1 with the extended range of Splendor and Valor. The last hit of each combo can be parried, but will not stop Gabriel from finishing the combo so an immediate dash will be needed to avoid damage. The sword throw projectile won't dispel unless it hits you, the wall, or is parried, so make sure it's dealt with or else you will have both it and Gabriel's combos to contend with. Reaching phase 2 will break Gabriel's rage, but that doesn't make him any less dangerous. With Spinning Swords in tow, Gabriel's aggression is increased and will constantly be attacking V1, reducing the amount of opportunities to heal compared to phase 1. Much like the first fight, Gabriel will rarely cease attacking to taunt, providing an opportunity to heal. The Nailgun's increased damage is best taken advantage of during the transition to phase 2, as Gabriel can be juggled just like in his first encounter. The extended invulnerability from dash sliding will provide you the best chance of survival and maintaining composure as Gabriel's unrelenting wrath can quickly cause you to lose track of him and die.
The Advanced - Godfist Suicide Bosses
SOONTM
The Perfect - Prime Sanctums
Prime Sanctums are special levels that are only unlocked by obtaining a P rank in all levels in Prelude and in all levels of the Act that correspond to the level's number. P-1 requires P rank for all of Act 1 and so on.

PRIME FIRST /// SOUL SURVIVOR
Flesh Prison
Encountered: P-1
Health: 100 (1 for Spawn, 2 for Mini-Face)
Resistances: Electric Railcannon damage decreased by 50%
Attacks: Spawn Hitscan Laser (15 Damage), Mini-Face Hitscan Explosive Laser (50 Damage, Violent+ Only), Divine Wrath (30 Damage), Homing Hell Energy Volleys (30 Damage each), Void Orb (10 Damage, 99 Hard Damage)
Flesh Prison is unique among bosses as it possesses timed actions that have an cooldown bar. Flesh Prison has three main phases: Attack, Spawn, and Heal. At the start of the battle, and after every Heal and Attack phase, Flesh Prison enters the Spawn phase. It takes no other action and creates up to 10 Spawns and 2 Mini-Faces will appear on Violent and above. These Spawns have a hitscan laser and the Mini-Face has an explosive laser. If the Spawns are left alive for too long or if the Flesh Prison takes too much damage when at least one is alive, the Heal phase initiates. During Heal phase: all attacks stop, all damage it takes is reduced to near 0, and the Spawns will glow bright green to indicate their location. If any Spawns remain after a timer of around 10 seconds, then each Spawn is consumed and will restore 10 Health to Flesh Prison. In between these phases is the Attack phase where Flesh Prison cycles between a volley of homing Hell Energy and Divine Wrath or creates a Void Orb. The Spawns are effectively taken care of with splitshots or a the hefty explosion from a Core Ejector grenade hit by the Malicious Railcannon at the start of a spawn phase. Divine Wrath is larger than from the Virtue so consistent momentum from slide jumps will allow you to conserve Stamina for important dashes. Bold players can string parries together during the Hell Energy volley to quickly stack damage. The Mini-Face's explosions can also damage Flesh Prison so put the Flesh Prison in between you and it.


Minos Prime
Encountered: P-1
Health: 130
+ENRAGE: Health reduced to 65 or less
Attacks: Melee Kick Combo "Prepare thyself" (30 Damage), Melee Punch Combo "Thy end is now" (30 Damage), Melee Explosive Dropkick "Judgement" (50 Damage), Explosive Rider Kick "Die" (30 Damage), Explosive Crushing Kick "Crush" (50 Damage), Projectile Seeking Snake (30 Damage), Melee Uppercut (30 Damage), Melee Spike (30 Damage), Rider/Crushing Shockwave (25 Damage)
Minos Prime is a test of you ability to perform under pressure and to use the Dash's invulnerability to avoid attacks. Minos Prime relentlessly assaults V1 with combos; the punch combo ends with a crater smash that can be parried and the kick combo ends with the Seeking Snake that can be deflected. Minos can cancel a combo into an uppercut when a successful hit occurs, which leads into his aerial rave moves. The aerial kicks have an explosive effect on their landing area and you should use the invulnerability from a Dash to avoid this and the resulting shockwave. The dropkick can also be parried, but will require an immediate Dash as it does not cancel the concussive blast and Minos will instantly follow-up with an aerial kick. Occasionally Minos will end an attack cycle with an aerial spike or a Seeking Serpent, after which he will become immobilized for a brief opportunity of healing. Starting at 65 Health, Minos quietly enrages with a sinister "Weak!". Once enraged, all of the melee attacks that could be parried before no longer can be and the Seeking Snake is used much more often. Additionally, Minos no longer becomes immobilized after attack cycles and therefore will always be attacking V1. The most important part of Minos Prime is to never allow him to leave your line of sight. If you lose track of him, even once, you are doomed to die so always be following his movements. It is extremely useful to parry the Seeking Snake as it is a consistent source of healing and damage.


PRIME SECOND /// WAIT OF THE WORLD
Flesh Panapticon
SOON TM

Sisyphus Prime
SOON TM
The Gold Backs - Challenges
Challenges are an optional objective in a mission that usually involves completing an unusual or out of the way task. Completing a mission's challenge is required to obtain its Gold Back.
Some of these have included beating certain levels at set times or defeating a boss in a particular way. one of the more odd ones include sliding from the entrance of the stage to the finish.
Some challenges might even unlock a certain secret level.

OVERTURE: MOUTH OF HELL
PRELUDE FIRST /// INTO THE FIRE
GET 5 KILLS WITH A SINGLE GLASS PANEL
Can be accomplished in the spiral glass room by letting the Filth gather at the panel near the door.

PRELUDE SECOND /// THE MEATGRINDER
BEAT THE SECRET ENCOUNTER
A series of passageways can be found by breaking a vent at the lower right corner of the secret exit. By traversing the crawl space you will find some vents above you and the door to the Secret Encounter.

PRELUDE THIRD /// DOUBLE DOWN
KILL ONLY 1 ENEMY
The ceiling in the first room is glass and is also leads to the end of the level. Use slam storage to launch yourself, but avoid ground slamming as it will kill the Filth. The 1 kill in question is Swordsmachine.

PRELUDE FOURTH /// A ONE-MACHINE ARMY
SLIDE UNINTERRUPTED FOR 17 SECONDS
In order to slide for this long the route between the back of the level entrance and the level exit must be clear. Break the Malicious Face corpse using ground slams and do not break any of the center glass panels in the final room. Have you back hug the part of center back part of the entrance with the two indents and start sliding all the way to exit chute.

PRELUDE CLIMAX /// CERBERUS
DON'T INFLICT FATAL DAMAGE ON ANY ENEMY
You need to bait the Cerberus into killing each other/themselves with their Hell Orb attack. The Hell Orb attack will only be used when V1 is at a distance, but where they end up throwing it can be manipulated by getting close to them.

LAYER 1: LIMBO
LIMBO FIRST /// HEART OF THE SUNRISE
COMPLETE THE LEVEL IN UNDER 10 SECONDS
Flip a coin into the fountain in the first room to open and leave through the secret exit.

LIMBO SECOND /// THE BURNING WORLD
DO NOT PICK UP ANY SKULLS
In the blue skull room there is a fuse box that can be shot with the Electric Railcannon. This opens the shortcut to the final room without needing either skull.

LIMBO THIRD /// HALLS OF SACRED REMAINS
BEAT THE SECRET ENCOUNTER
Bring both skulls to the split door and a stain glass window will lower behind you. Triumph over Swordsmachine Agony and Tundra to complete the challenge.

LIMBO CLIMAX /// CLAIR DE LUNE
DO NOT PICK UP ANY SKULLS
The stain glass window above the boss door can be broken and jumped through, no skulls needed.

LAYER 2: LUST
LUST FIRST /// BRIDGEBURNER
DON'T OPEN ANY NORMAL DOORS
A breakable vent to a soul orb can found in the first inside section. You can scale the outside walls upward and through that traverse the level from the outside. Use the bounce pads and wall clings to avoid the doors in the second inside section as well.

LUST SECOND /// DEATH AT 20,000 VOLTS
BEAT THE LEVEL IN UNDER 60 SECONDS
Planning and optimizing a route will be needed to complete this challenge. Ignore all enemies and rush to break the fuse boxes in both the beginning and final sections. Clear the spiral staircase using the explosion from the Pump Charge.

LUST THIRD /// SHEER HEART ATTACK
DON'T TOUCH ANY WATER
There are three hidden fuse boxes in each of the major gauntlets. First is under the bridge in blue skull room, second is in the lower left corner near the ceiling in the red skull room, and the third is behind the ramp before the final room. You can also get the secret exit by going back to the blue skull room after the water is drained.

LUST CLIMAX /// COURT OF THE CORPSE KING
PARRY A PUNCH
Trigger a +DOWN TO SIZE style by parrying any of Mino's melee attacks.

LAYER 3: GLUTTONY
GLUTTONY CRESCENDO /// BELLY OF THE BEAST
KILL A MINDFLAYER WITH ACID
The first major room has a deep acid pit that can be used to lure the Mindflayer into taking damage. Weaken her first as acid will only do 1 damage per second. There is a red soul orb on the other side of the deep pit to help with survival.

GLUTTONY CLIMAX /// IN THE FLESH
DROP GABRIEL IN A PIT
When Gabriel uses Helmbreaker or transitions into phase 2, be over the pit in the arena or let him fall into it. You'll know you've succeeded when he suddenly takes a large amount of damage and teleports to the center of the arena.

LAYER 4: GREED
GREED FIRST /// SLAVES TO POWER
DON'T ACTIVATE ANY ENEMIES
ULTRABOOST or slam storage with dashes starting at peak height to avoid the spawn triggers. There is a crack on the roof of the final building that will lead straight to the exit.

GREED SECOND /// ♥♥♥♥♥♥♥♥ THE SUN
KILL THE INSURRECTIONIST IN UNDER 10 SECONDS
A bottomless pit can be found in the red skull gauntlet which is used to instantly kill the Sissy. Stand over the glass when the Sissy first jumps and he will break the glass and fall in when landing, dying instantly.

GREED THIRD /// A SHOT IN THE DARK
DON'T PICK UP THE TORCH
Attacks that cause fire can light the brazers and the great machine in the final area can be activated by using Matt McMuscles' head. Be careful however, for Something Wicked this way comes.

GREED CLIMAX /// CLAIR DE SOLEIL
REACH THE BOSS GATE IN UNDER 18 SECONDS
After obtaining the Whiplash you can grab the blue skull from its pedestal and use the shortcut for a faster route to the boss door.
The Gold Backs - Secret Missions
Within each layer of hell, baring every 3rd layer, a secret mission is hidden away in one of the levels. Accessing this level is often a simple, yet not obvious task. Each secret level is fundamentally different from both each other and ULTRAKILL as a whole. There is no grade, simply complete the level to earn progress toward the gold back.

0-S /// SOMETHING WICKED
Something Wicked
Encountered: 0-S
Health: N/A
Attack: Contact (1000 Damage)
Feared by both newcomers and veterans alike, 0-S puts V1 in a pitch black labyrinth with only the light of the skull and Piercer to guide him. Patrolling these dark halls is the infamous Something Wicked, who's fast speed and spindly model make him a nightmare to fight against. His attack is an instant kill and with no checkpoints, it's a reset to the beginning. Not all hope is lost however, for any attack whatsoever will dispel Something Wicked, teleporting it to either one of two locations, whichever is farthest. Something Wicked spawns as soon as the blue skull is picked up and starts from a room that contains a Cerberus, and will only despawn once the blue skull is placed at its destination. The same behavior is used for the red skull. When Something Wicked fixates on V1, a hissing sound is uttered and a vibrating sonic noise will grow in intensity the closer it is. Its insane height works against it for there any location with a low ceiling will prevent its assault.

1-S /// THE WITLESS
Yourself
Encountered: 1-S
Health: 10
Attack:

Named for the puzzle game this level is based on, V1 must solve several different box puzzles in order to advance. The goal is to drag the solid box to the empty box, but quickly grows in complexity as the rounds progress. Adding dots that must be eaten and Xs that must be avoided, all topped off by adding multiple boxes of different colors. There is no fear of death in what should be the safest part of the Inferno, but the only demise found here is your inability to solve puzzles.

2-S /// ALL-IMPERFECT LOVE SONG
Mirage
Encountered: 2-S
Health: N/A
Attack: https://newblood.games/store/ultrapillow
Mirage finds herself slamming against the player on the way to school, and is clearly not happy about it. What starts as a simple riff on anime visual novel descends on a downward spiral of nihilism and defeatism. It is up to you, the player, to convince the prettiest girl in town that life is worth living, even if the cosmic odds are stacked against you.

4-S /// CLASH OF THE BRANDICOOTS
Clash Mode
Encountered: 4-S
Health: 1
Attack: Speen (Instant Kill on all Enemies)
4-S is third person level based on the Crash Bandicoot games complete with breakable boxes and tough as nails platforming. True to Crash, the main goal of the level is to complete the stage having broken all of the boxes. Doing so will have V1 perform the infamous Crash Dance and unlock the Clash Mode in the Cheats menu to use in any level.


5-S /// I ONLY SAY MORNING
Fish
Encountered: 5-S
Size: 1
SOON TM
The Extras - The Cyber Grind
The Cyber Grind is an extra endless mode that will continuously assault V1 with waves of enemies of increasing power and amount. Your high score will be saved to the online leaderboard when you die so use it as a way to gauge your progress as you improve your game sense and mechanics. There are special versions of bosses from the main Acts that appear as +BIG KILLS in the Cyber Grind, and these special variants are sometimes reused in the main Acts as well.

Cyber Grind Enemies
Swordsmachine
Encountered: 6-1
Health: 15+15
Weight: Superheavy
+ENRAGE: Parry a telegraphed melee attack or deflect the Sword Throw back at it (Temporary)
Weaknesses: Shotgun damage increased by 150%
Attacks: Projectile Shotgun (25 Damage, Phase 1 Only), Melee Sword Combo (25 Damage), Melee Jump Slash (40 Damage), Melee Spinning Sword (30 Damage, Phase 2 Only), Projectile Sword Throw (30 Damage, Phase 2 Only)

Hideous Mass
Encountered: 6-1
Health: 60
Weight: Supremeheavy
+ENRAGE: Health is reduced to around 30% or less
Weaknesses: Any damage dealt to the tail is tripled.
Attacks: 2 Mortar Hell Energy (60 Damage), Shockwave Ground Slam (30 Damage), Shockwave Vertical Clap (40 Damage), Projectile Tail Harpoon (25 Damage)

Sisyphean Insurrectionist
Health: 75
Weight: Superheavy
Weaknesses: Fire increases all other damage dealt and increases Blood given
Attacks: Melee Malicious Beating (30 Damage), Explosive Concussion Impact (30 Damage), Shockwave (25 Damage)
The Extras - Sandbox
SOON
Credits
Thanks for taking the time to read through this guide, and we hope that the tech and information here will help you as you brave the Inferno.

The Big Boys
Spike11399 - https://steamcommunity.com/id/spike11399
Guide Creator and Main Content Writer

Rolo - https://steamcommunity.com/profiles/76561198071673308
GIF/Video Creator and Secondary Content Writer

The Small Boys
Dima - https://steamcommunity.com/profiles/76561198096678839
Introduction Writer

Lonestar - https://steamcommunity.com/profiles/76561198394543681
Feedback and Ideas

The guide will continue to be updated as new content and techniques are discovered. If there is something we missed or think we should add then leave a comment below.

Happy Hunting Machine!
댓글 25
SqueakyMac 2024년 11월 22일 오후 7시 17분 
Holy moly, finally a guide that isnt about how gay the OP is, I knew there was going to be some "bundle of sticks" shit but not to the point I cant find an actual tutorial on what to do
user 2024년 9월 16일 오후 12시 19분 
Huge wall of text. Do people actually read this instead of watching a 8min video?
Khaled 85 2024년 6월 17일 오전 7시 25분 
i need tutorial how to kill filth on harmless
Chase Mccain 2023년 6월 5일 오후 12시 20분 
tutorial real
weaponized autism 2022년 10월 29일 오후 6시 47분 
SolvedBear i saw you and thought i was here and just had dementia
SolvedBear 2022년 7월 2일 오후 5시 05분 
punching shotgun pellets go *Parry Noise*
thatonegavin 2022년 7월 2일 오후 1시 12분 
you just gotta win the game
MF DOOM's Villainous MacnCheeze 2022년 6월 26일 오전 11시 24분 
yes @ᴡ ᴇ ʜ ᴢ ʏ 'ꜰᴛᴘ
BOb 2022년 4월 5일 오전 11시 01분 
good
Expl0d1ngKittenz4401 2022년 2월 16일 오후 9시 08분 
how to throw dollar?