ULTRAKILL
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[UPDATED FOR ARSENAL] Ars Goetia: A Guide to Demons, Angels, and Sexy Robots
Από WATCH LAIN
A general guide that includes basic information and tips on how to deal with every enemy found in ULTRAKILL.

Up to date as of April 2024.
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PRAEFATIO (PREFACE)
"They will be punished with everlasting destruction and shut out from the presence of the Lord and from the glory of his might."
2 THESSALONIANS 1:9


Maybe you can't figure out how to deal with Streetcleaners. Maybe you don't know if it takes five shots or six to kill that Schism. Maybe you have no clue why Virtues randomly turn red. If any of these are the case, or you have any other problem with any enemies, then I bid you welcome! This is a generalized guide on every enemy in the game, from Filth to Gabriel.

This is a guide designed for first time players or players that continue to struggle against enemies or bosses. This isn't a guide designed for experienced players, although a few moderately high-skilled techniques will be included. If you want a guide to cheese every boss in the game, go watch HerbMessiah. There's not much else to say, so let's get started.

CLVMAE (HUSKS)
FILTH
HEALTH: 0.5

WEAKNESSES: ATTRACTOR NAILS (2X), ON FIRE (1.5X), AIRBORNE (1.5X), ANYTHING

ATTACKS: BITE (30)


Filth will be the first enemy encountered in the entire game and are the weakest. They're the Goombas of Hell. They have the lowest amount of health in the game and can be one shot by any weapon, including the Feedbacker or a punched coin. The biggest threat comes when you allow a Filth to get too close or they swarm you. While fragile, they're definitely glass cannons given that their bite attack deals a whopping 30 damage and has an incredibly short cooldown on Violent. Even a single Filth not taken out in time is more than enough to kill even experienced players if they're not prepared and start panicking.

TIPS:
  • While dangerous if unchecked, Filth are among the lightest enemies in the game and can easily be launched airborne by a shockwave.
  • A quick and dirty way to deal with a swarm of Filth is to knock them airborne with a shockwave and use an explosive, such as the core eject, Knuckleblaster, or rocket launcher to kill all of them in one fell swoop.
  • Filth run faster than V1 on the ground, but can't outrun V1's dashes nor can they jump. If overwhelmed, jump or dash to get some temporary breathing room.
  • The lunging bite of Filth can be parried but will still damage V1 if he doesn't move out of the way. After parrying, move!



STRAY
HEALTH: 1.5

WEAKNESSES: ATTRACTOR NAILS (2X), ON FIRE (1.5X), AIRBORNE (1.5X)

ATTACKS: PROJECTILE (25)


Strays are the first projectile enemy encountered in the game. While a bit beefier than Filth, Strays are still pretty squishy and easy to kill. Their long cooldown between projectiles even on Violent makes them arguably the easiest enemy to manage. A Stray's projectile will deal 25 damage upon hitting V1, but can be parried pretty easily for an explosion. Otherwise, Strays are incredibly easy to deal with and shouldn't pose a major threat to anyone that isn't brand new to the game.

TIPS:
  • The projectile attack of Strays will always travel in a straight line. If you want to parry it, then stand still if it's safe to do so.
  • The only thing Strays aren't one-shot by is a body or limb shot from the standard revolver. As such, they make great sources of blood.
  • If your style meter is ANARCHIC or higher, it's relatively safe to tank the hard damage for an easy Whiplash and heal if necessary. If your style meter is ULTRAKILL, then they become free health packs more than anything.
  • Strays will retreat if V1 gets close. To counteract this, slide, dash, use the Whiplash, or attack from range.



SCHISM
HEALTH: 5

WEAKNESSES: ATTRACTOR NAILS (1.5X), ON FIRE (1.5X), AIRBORNE (1.5X)

ATTACKS: PROJECTILE (25)


Schisms are one of the beefier husks and the first real hurdle the player encounters. Their strange biology, tanky defenses, and unique attack patterns make them moderately high on the priority list and should be focused after dealing with the more threatening enemies. Schisms are the tankiest husk in the game, and can only be one shot with a headshot from the Piercer or any weapon that deals more damage.

TIPS:
  • Despite their tankiness, an easy way to one-shot a Schism is to use the Whiplash and slam them into the ground with the Knuckleblaster.
  • A Schism's head is actually on its shoulder. Use this when trying to take them out, and if that's too inconsistent then coins will hit it 100% of the time.
  • Schisms take half damage from fire attacks, such as the Overheat Nailgun or Sawblade Launcher. Consider using other weapons to take them down.
  • Unlike Strays, Schisms won't run away from V1 when he gets close and will usually stay in mid range. This makes them prime targets for blood in a pinch.



SOLDIER
HEALTH: 2.5

WEAKNESSES: ATTRACTOR NAILS (1.5X), ON FIRE (1.5X), AIRBORNE (1.5X)

ATTACKS: PROJECTILE (25), KICK (40)


Soldiers are improved Strays and first encountered in Lust, specifically level 2-2. In the Wrath Update they were made 75% resistant to all incoming explosion damage unless it's a large red explosion and/or they're airborne. Soldiers also have fast-moving projectile attacks and damaging close-range kicks. Generally, it's best to deal with Soldiers by shooting them with hitscan weapons like either of the Revolvers or Shotguns from mid-far range. Soldiers will still take 25% damage from incoming explosives. Explosives will also knock them back slightly and interrupt their attack, so using the Rocket Launcher in a pinch isn't always a bad idea.

TIPS:
  • Soldiers resist direct hits from explosions unless they're in midair. A good combo to deal with groups of Soldiers and nearby enemies is by shooting the floor with a rocket, launching them in the air, and shooting the Soldier with a rocket, bypassing their resistance and killing them alongside the nearby enemies.
  • The projectiles fired by Soldiers will travel in straight lines like Strays but will move faster and be surrounded by smaller, un-parriable projectiles.
  • A point blank shotgun shot will always one-shot a Soldier, but be wary that their kick doesn't hit you. A well-placed kick can deal serious damage or even kill V1 if his health is low enough. The default shot from the Slab revolver, a coin, or an alt shot from the Piercer revolver will always one shot Soldiers as well.
  • It's possible to double-parry a Soldier by punching both its attack and its projectile at the exact same time. This is more flashy than anything, but it's definitely worth some bragging rights.
  • Soldiers still take the full knockback of direct hits with explosive weapons. A consistent way of dealing with Soldiers in the Cyber Grind near the edge is simply hitting them with the Rocket Launcher to launch them off the arena.
  • In Brutal and higher difficulties, Soldiers will roll out of the way of attacks. This makes them incredibly hard to pin down; coins are a great way of dealing with them, but so is parrying their attacks!
II. CLVMAE (HUSKS, CONTINUED)
STALKER
HEALTH: 3.5

WEAKNESSES: ATTRACTOR NAILS (1.5X), REVOLVERS (1.5x)

ATTACKS: SAND BOMB (10, COVERS ENEMIES IN SAND)


Cheeki breeki! Stalkers are first introduced in 4-1 and are annoying little pricks that'll cover enemies in sand. Besides that, they have no real use and are incapable of dealing damage. They'll always target high priority enemies, usually Swordsmachines, Cerberi, or Malicious Faces. They will never sand Drones, Mindflayers, Idols, Virtues, or other Stalkers. Sand will prevent enemies from bleeding and recovering your health and will remain until the enemy dies.

TIPS:
  • Stalkers take 50% more damage from revolvers and can be instantly killed with a Slab shot, a shot from the default Piercer, or a coin shot. Another useful tool is the Knuckleblaster to punch them away from enemies.
  • Stalkers will be hunted down and killed by Swordsmachines to sand themselves! Be sure to kill either the Swordsmachine or the Stalker before that happens.
  • Stalkers have a priority list. In order, they'll sand Insurrectionists, Hideous Masses, Cerberi, Swordsmachines, Malicious Faces, Sentries, Soldiers, Schisms, Streetcleaners, Strays, and Filth.
  • Stalkers will detonate their payload upon dying. Make sure they're not near a group of enemies when you kill them!
  • If you kill a Stalker, their sand explosion will be smaller than if you let them simply live. For this reason alone Stalkers are very high priority enemies.
  • Don't kill a Stalker close up! Their sand will override all of your missing health with hard damage.
  • On Brutal and higher, Stalkers will not die after detonating their sand bombs. This makes them your highest priority!
DAEMONIA (DEMONS)
IDOLS
HEALTH: 1

WEAKNESSES: MELEE (INSTANT)

ATTACKS: NONE


For a while Idols were the only demon not to be bosses, which was kind of sad. Anyways. Idols cannot attack, but instead provide support to enemies like Stalkers. Idols will make enemies blessed by their beam invulnerable to all threats, physical or magical. Fortunately, Idols are incredibly weak and can be easily killed with any melee attack.

TIPS:
  • Idols and blessed enemies cannot be damaged by any weapons nor grabbed by the Whiplash. The only way to deal with them is by getting close with your melee.
  • Blessed enemies can still be Mauriced by Malicious Faces. Idols are also vulnerable to this as well!
  • When killed, Idols will release a large amount of blood that can usually heal V1 by most of his health. They'll also release a shockwave similiar in knockback to an Overcharge blast.



MANNEQUINS
HEALTH: 6

WEAKNESSES: FEEDBACKER PARRY (INSTANT)

ATTACKS: MELEE (30), PROJECTILE (30)


Introduced in 7-1, Mannequins are fast, spider-like creatures that have a penchant for ♥♥♥♥♥♥♥ up your day. They climb on walls and move incredibly fast, although their attack windows can leave them wide open.

TIPS:
  • Despite appearances, Mannequins are heavy enemies: if you whiplash them, you'll be pulled towards them, not the other way around!
  • Mannequins can be instantly killed with a parry from the Feedbacker: they're also very susceptible to being damaged by their own projectiles, even if they have a 50% resistance towards explosions.
  • Keeping Mannequins alive for easy health with their projectiles and melee attacks is a very viable strategy. They're flimsy and not a huge threat as long as you keep them in mind.
  • If you hit Mannequins while they're on a wall, they'll fall to the ground and have a short period where they're completely vulnerable.
MACHINAE (MACHINES)
DRONE
HEALTH: 2

WEAKNESSES: NONE

ATTACKS: PROJECTILE (25), KAMIKAZE (35)


Drones are one of three flying enemies in the game and are by far the most common. They mainly fire projectiles similar to Schisms, and like Schisms they'll approach V1 until they reach mid range and start shooting. Unlike Schisms, they're rather weak but very mobile and will dodge side to side at random intervals.

TIPS:
  • Drones can easily be dispatched with a coin shot. When the coin flashes, shoot it with the right timing to split your projectile and kill two drones with one bullet and perfect accuracy.
  • When drones take fatal damage, they'll rocket towards you in a death spiral. If you punch the drone with the Feedbacker or Knuckleblaster, it'll launch backwards in the direction of your crosshair.
  • Drones will also launch backwards if you punch them with the Knuckleblaster at all, and combining this with the Whiplash can create a decently sized explosion to wipe out groups of squishies.



STREETCLEANER
HEALTH: 4.5

STAMINA: 1

WEAKNESSES: NONE

ATTACKS: FLAMETHROWER (20), EXPLOSION (50)


Streetcleaners are arguably the most threatening non-boss enemies in the game. Their flamethrower has a short buffer between hits, and their explosion when hit on the back can deal a surprising amount of damage. Thankfully, there are a few ways to kill Streetcleaners relatively easily despite their high amounts of health and dodging abilities.

TIPS:
  • Streetcleaners have a stamina of 1, which allows them to dash out of damage in the same way as V1. If they have full stamina, they'll dodge any attack fired in their direction.
  • The easiest way to kill Streetcleaners is by throwing a coin behind them and shooting it to hit their explosive canister. An easy way to line this up is to punch a coin into the Streetcleaner, which will line it up with their back.
  • Streetcleaners can also be killed with the Knuckleblaster in the same vein as Schisms. If they're grabbed by the Whiplash and shot into the ground with the Knuckleblaster, they'll instantly die.
  • The explosion caused by Streetcleaners has a wide radius and deals 50 damage, killing all but the most resistant of enemies. In addition, if their canisters remain on the ground after they die, they can be shot post-mortem for an explosion.
  • Streetcleaners are immune to explosions and will deflect rockets (even in midair) when they're shot at the Streetcleaner's front. Don't waste rockets targeting them.



MINDFLAYER
HEALTH: 30

WEAKNESSES: SCREWDRIVER RAILCANNON

ATTACKS: PROJECTILE (30), BEAM (35), SLAP (30), EXPLOSION (50)


Mindflayers are the most dangerous enemy outside of minibosses, and can deal serious damage while being major distractions. Their ability to teleport and fire dangerous quintets of homing projectiles can rack up major damage, more than enough to kill V1 if more than 3 hit. When they die, they'll create a large and damaging explosion after a brief animation with an increasing radius, and this alongside their deadly melee slap means they should be engaged from mid to far range with the Revolver, Rocket Launcher, and projectile boosts from the Shotgun. On Violent difficulty, after taking half damage she'll become enraged. She'll teleport, attack, and hover faster.

TIPS:
  • The ability to teleport is the most dangerous in the Mindflayer's impressive arsenal. This ability can be interrupted, however, with the Screwdriver Railcannon. As long as the Screwdriver remains in the Mindflayer, she'll be unable to teleport.
  • Mindflayers can be instantly killed with precise timing. For just a few frames after firing their homing projectiles, if an explosive hits them all of the projectiles will be parried back into the Mindflayer. Even if you don't time it right, a few projectiles will usually still hit the Mindflayer to deal more than half of its health.
  • The head hitbox on Mindflayers is a bit misleading. What counts as a "headshot" on Mindflayers are the two antennae at the top and the Bastion-like box above where their neck would be.
  • The laser fired by a Mindflayer is not affected by a Chargeback, unlike the lasers of Sentries or Malicious Faces. It'll have a thin line showing where it'll attack and will always travel in a diagonal arc.



SENTRY
HEALTH: 12

WEAKNESSES: NONE

ATTACKS: ANTIMATTER RIFLE (50), KICK (40)


Sentries are high-priority targets, functioning as long-range snipers that can very easily destroy a careless player. Fortunately, they make their presence known with high-pitched beeping and an easily noticeable laser. The faster the beeping, the closer a Sentry is to firing, and when it shoots you better be behind cover or get ready to dash; it doesn't miss. Fortunately, Sentries can be interrupted as they charge up with a revolver to the antenna, a hit by the Knuckleblaster, or any source of serious knockback such as a Shockwave.

TIPS:
  • Sentries are completely immune to fall damage. Don't rely on a Splatter after hitting them with the Knuckleblaster.
  • A Sentry being ready to fire isn't always a bad thing. If they're isolated, letting it charge up for a while means serious damage can be put out for free with the Nailgun or Shotguns as you get ready to interrupt it.
  • Like Malicious Faces, the lasers shot by the Sentry can be Chargedback. This is done by throwing a coin in front of a Sentry at just the right moment, making their laser hit the coin and fire right back into them for an instakill.
  • Sentries can be easily sniffed out by following where their laser leads. Use this to your advantage to deal damage from a safe distance.
  • Like Cerberi, Sentries will always die to two cannonballs.



GUTTERTANK
HEALTH: 23

WEAKNESSES: ITS OWN ROCKETS (INSTAKILL)

ATTACKS: PUNCH (35), ROCKET (35)


For a while, Guttertanks were absolute pains to fight. They had no parry windows, making them incredibly frustrating: thankfully, this was changed a few days after the Violence update dropped, and now they're my favorite enemy in the entire game. Guttertanks challenge your muscle memory, and you have to play smart around them.

TIPS:
  • Getting close to Guttertanks encourages them to punch: this also activates if they're whiplashed. If they whiff a punch, Guttertanks will fall to the ground. Their parry window is incredibly generous, and this fall damages them! If they die to this fall, you'll get the +TRIPPED modifier.
  • Guttertanks are vulnerable to rockets. A good way to deal with Guttertanks is by sticking a magnet onto them and letting off a bunch of Freezeframe rockets: not only will this freeze their own rockets, but they'll all fly to the Guttertank and destroy it.
  • The landmines laid down by Guttertanks, which are not enemies, can be parried to restore your health and stamina. They'll also create red explosions, which make them great tools to deal with Guttertanks.
  • Guttertanks are canonically German, which means a good way to defeat them is a basic semblance of logistics.
  • The German on their hand translates to "FIST TANK": this is a play on the Panzerfaust, or "Tank Fist", a German anti-tank weapon in WW2.
ANGELI (ANGELS)
VIRTUE
HEALTH: 10

WEAKNESSES: OVERCHARGE SHOTGUN (INSTAKILL), NAILS (1.25X), ELECTRICITY (1.5X)

ATTACKS: LIGHT BEAM (30)


Like Idols, only one non-boss Angel exists in the game as of Patch 11b; Virtues. Virtues are relatively annoying but can be dispatched relatively easily. They're especially weak to the Overheat Nailgun and the Pump Shotgun. A Virtue's beam attack will take time to charge up, and will fire when it stops moving and begins spinning rapidly.

TIPS:
  • Virtues become enraged if they're not killed fast enough; if they fire 5 beams on Standard and 3 beams on Violent. When enraged they'll start to predict your movements. As such, they're a high-priority target and should be taken out quickly.
  • Virtues barely move, making hitting them pretty easy. They're especially weak to projectile boosts, core ejects, and the Electric Railcannon.
  • The orbs dropped by Virtues after they die can be parried! They'll deal 5 damage to whatever they hit directly and give the +CANNONBALLED style modifier for every enemy they kill.
  • Before attacking, Virtues will briefly flash purple. This is the parry window, and using a fully charged Pump Shotgun blast will one shot them. Virtues can also be instantly killed with the Pump Shotgun's overcharge if hit point blank.
CLVMAE MINORVM (HUSK MINIBOSSES)
SISYPHEAN INSURRECTIONIST
HEALTH: 110 (BOSS), 75 (ENEMY)

WEAKNESSES: FIRE (2X), S.R.S CANNONBALL (STUNNED)

ATTACKS: SLAM (25), STOMP (30), MAURICE CLUB (30), MAURICE SHOCKWAVE (20)


Sisyphean Insurrectionists are arguably the hardest Husk to fight in the game. Their surprising agility and large healthpool makes them tough to fight, especially when surrounded by other enemies in the Cyber Grind. They're the strongest and beefiest enemies that can show up, tougher in a one-on-one fight than even the Hideous Mass.

TIPS:
  • Most Insurrectionist attacks using its Maurice Club/Hand can be parried and are very obviously telegraphed. Hitting an Insurrectionist with a parry deals massive damage.
  • Insurrectionists will bleed more if they're set on fire. Use the Overheat Nailgun or core ejects to set them on fire to top off your health and also deal way more damage than usual.
  • If the Insurrectionist is sanded by a Stalker, you can still heal off of the Maurice in its hand. This is only useful as a last resort since the timing is so tight, however.
  • If hit with the S.R.S. Cannon's cannonball, Insurrectionists will be knocked on their asses and unable to move.



FERRYMAN
HEALTH: 90 (BOSS), 30 (ENEMY)

WEAKNESSES: NONE

ATTACKS: LIGHTNING STRIKE (50), MELEE ATTACKS (25)


Ferrymen are rare sights in the Cyber Grind, but deadly and agile foes. Their lightning strikes can destroy unprepared players and their rolling abilities taken straight out of Dark Souls can mess up your aim. They're one of the most agile foes on the battlefield.

TIPS:
  • Most of the Ferryman's melee attacks can be parried. Use this to your advantage to top off during a standoff with them.
  • Ferrymen attack constantly; the hard point isn't avoiding them, but actually hitting them. Be sure to lead your shots to make sure they connect.
  • You can bypass the Ferryman fight in 4-1 by paying your fare for travel across the Styx.
DAEMONIA MINORVM (DEMON MINIBOSSES)
MALICIOUS FACE
HEALTH: 25 (BOSS), 15 (ENEMY)

WEAKNESSES: SLAM (2X), NAILS (1.5X), SHOTGUN (PARRIES AT POINT BLANK)

ATTACKS: PROJECTILES (25), LIGHT BEAM (50)


The first boss and demon encountered in the game, Malicious Faces (or Maurices) are vaguely similar to Virtues in the vein that they'll stay in place and pepper V1 from afar. They have a barrage of projectiles that they can fire in waves at V1, which can be parried back at the Malicious Face to deal major damage. When Maurices die, they'll kill any enemy directly below them for a +MAURICED style point.

TIPS:
  • Maurices can be instantly killed with a Chargeback like Sentries. The easiest way to do this in my experience is by waiting for the parry flash when they're about to fire their beam and throwing a coin just under their chin.
  • There are numerous other ways to virtually kill a Malicious Face instantly. One of the easiest is by Shotgun Swapping (using the switch variation button after shooting the Shotgun) and using the Knuckleblaster.
  • Maurice Corpses can be Whiplashed to while building up no hard damage. Useful for traversal or a get-out-of-jail free card!
  • Maurices can be instakilled with a dash jump from the Pistongun (the alternate shotgun). Remember that this also knocks you back a TON!



CERBERUS
HEALTH: 80 (BOSS), 22 (ENEMY)

WEAKNESSES: ROCKETS (1.5X)

ATTACKS: APPLE (20), STOMP (25), CHARGE (25)


Yes, it's "Cerberi." Cerberus is a Latin word. And apparently they're holding an apple. Anyways, Cerberi (or Andres) can be deadly up close but can be easily outmaneuvered with verticality. Their only projectile attack, the apple, can be parried or dodged with a well-timed dash, and their foot stomp only affects the ground. The best way to deal with Cerberi is with the Revolvers or Rocket Launcher from midair.

TIPS:
  • Cerberi can hurt and even kill themselves with their own projectiles.
  • All active Cerberi become enraged whenever another Cerberus dies. When enraged, all their attacks become faster, but they'll start falling off of ledges with their charges which can lead to funny bait scenarios.
  • Cerberi have a weakness to rockets and will die to 5 consecutive rockets. In the same vein, an easy way to deal with Cerberi is by attaching a magnet to them and using rockets to kill them off.
  • The health of an Andre can be determined by how badly damaged its body is. Once it reaches half health, large cracks will appear all over its body.
  • Cerberi are incredibly weak to cannonballs from the Sexual Reassignment Surgery Cannon. Two cannonballs is enough to kill them, and an easy way to do this is to shoot one with a cannonball, Whiplash it, and then parry it into their bodies. This works on Radiant Cerberi, as well.



HIDEOUS MASS
HEALTH: 175 (BOSS), 20 (ENEMY/6-1 DUO)

WEAKNESSES: NONE

ATTACKS: MORTAR (60), SLAM (30), CLAP (40), HARPOON (25)


The Hideous Mass (or your mom) is arguably the first big hurdle of the game and one of the tankiest foes. Its boss variation has more health in a single stage than any other enemy in the game, including Minos Prime. Most of its body is covered by incredibly thick armor which is outright immune to most damage. Fortunately, it has a large weak spot on its lobster-like tail, which becomes very easy to hit when it becomes enraged. While also having a lot of health it also has some very damaging attacks that can kill even experienced players.

TIPS:
  • A very easy way to deal a ton of damage or even instakill Hideous Masses is with a well-timed ultraricoshot. Walk backwards and throw a coin, then walk forwards and throw a coin, and then shoot the Electric Railcannon at the coin. If done successfully, the railcannon should pass through the Hideous Mass, hit the coin that phased through the Hideous Mass and ricochet through it, and then ricochet off the first coin back into the Hideous Mass. This will either instantly kill it or deal a ton of damage.
  • Hideous Masses become enraged after falling to about 1/5 health. They'll constantly launch 60 damage mortars, but their weak spot will be left very exposed. This is the perfect time to go in and kill them for blood.
  • The mortars the Hideous Mass fires can be parried if you're good enough.
  • Another easy way to kill a normal Hideous Mass in 6-1 or the Cyber Grind is by unloading an Overheat charge and then a railcannon into its weak spot.
  • Projectiles get darker when they're in parry range. This is most noticeable with the Hideous Mass's slow moving mortars: when they get dark and you're in range, parry them to gain back health and stamina! This is most useful in the final room of P-2.



MINOTAUR
HEALTH: 80

WEAKNESSES: NONE

ATTACKS: HAMMER (25), CHARGE (50), PLUNGE (30)


The Minotaur is our miniboss for Violence, and probably our new returning boss ala Hideous Mass or the Swordsmachine. It's a rather tragic creature, and one of my personal favorites from the new update. They're covered from the front by Leviathan-esque armor, and the only way to deal any real damage is from behind or from the belly. They're kind of like Pinkies in DOOM.

TIPS:
  • The Minotaur fight in 7-1 is challenging, and it requires patience. Heal opportunistically: don't get in close if you can help it.
  • Outside of the tram fight, struggle to attack its guts as much as possible. It's also vulnerable after a missed charge.
  • Successfully parrying the Minotaur can deal a ♥♥♥♥ ton of damage. Use this to your advantage.
MACHINAE MINORVM (MACHINE MINIBOSSES)
SWORDSMACHINE
HEALTH: 50 (PHASE 1), 75 (PHASE 2), 30 (ENEMY)

WEAKNESSES: SHOTGUNS (1.5X), SHOTGUN PARRIES (2.25X)

ATTACKS: COMBO (75), RUNNING SLASH (40), THROW (30), SPIN (30), SHOTGUN (25)


Swordsmachines are fast, angry little devils that'll hunt you down relentlessly. (Note: not actual devils.) They're quick on the ground and can easily kill a player if they mistime a parry, but otherwise are rather simple to deal with. Peppering them from midair or far range before closing in with the Whiplash to Shotgun Swap them to death is a very consistent way to make sure they stay dead.

TIPS:
  • Swordsmachines get enraged when you parry them, but are also stunned for a brief moment and take a lot of damage. They'll also be unable to use any ranged attacks! More often than not, it's worth it to parry them.
  • Swordsmachines have trouble with midair targets, and in their second phase they lose their shotguns entirely. If you can't kill them while stunned before their second phase then stay midair to kill them easily with projectile boosts.
  • As mentioned in the article on Stalkers, Swordsmachines will hunt down Stalkers for their sand. If you're unsure if a Swordsmachine has spawned in the Cyber Grind, listen for a Stalker's sound effects and see if you get a +FRIENDLY FIRE boost. More often than not, a Swordsmachine has spawned. ...And has also killed a Stalker, preventing you from getting blood. Nice job.



GUTTERMAN
HEALTH: 30 (BOSS), 25 (ENEMY)

WEAKNESSES: KNUCKLEBLASTER (BREAKS SHIELD)

ATTACKS: MINIGUN (10), SHIELD BASH (35), WHACK (20)


Guttermen are the first and only miniboss enemies in Violence, as well as the first miniboss of Act 3 in general. While intimidating, they're arguably the easiest enemy introduced in Violence and can be taken down with a combination of focus fire and smart movement. Remember to break their shield with your Knuckleblaster: it counts as a parry!

TIPS:
  • Guttermen take 33% less damage to their body. Focus on their heads!
  • Guttermen, due to their slow movement speed, are incredibly vulnerable to Freezeframe Rockets. By the time your Freezeframe runs out, if you've angled them properly the Gutterman will usually instantly die.
  • Breaking a Gutterman's shield counts as a parry! It totally refills your health and stamina.
  • After they die, Guttermen can crush enemies and their corpses will set off a large red explosion if stomped on. This makes them, ironically, one of the best crowd control weapons in the game.
  • Guttermen are canonically Russian, meaning that a good way to counter them is by using anti-tank weaponry developed after the 60s.
CLVMAE MAIORVM (HUSK BOSSES)
THE CORPSE OF KING MINOS
HEALTH: 65 (HAND), 160 (CORPSE)

WEAKNESSES: PARRIES (5X), SHOTGUN PARRIES (6.5X)

ATTACKS: HAND SHOCKWAVE (35), PUNCH (45), RED PROJECTILE (25), HOMING PROJECTILE (30), BLACK HOLE (FATAL -1, +99 HARD)


"The light of the body is the eye: if therefore thine eye be single, thy whole body shall be full of light."
MATTHEW 6:22


The Corpse of King Minos is the second true boss encountered in the game after V1's first battle. He functions as the Bongo Bongo of ULTRAKILL, being either stupidly easy or ♥♥♥♥♥♥♥ ♥♥♥♥ ♥♥♥♥ hard, complete with weak spots in his eye[s], giant hands, and even sharing a color scheme. The Corpse is first encountered as a hand in 2-4 before revealing his full body after placing the red skull although he shambles around Lust in 2-1, 2-2, and 2-3. Minos's fight is more a test of your situational awareness, if anything.

TIPS:
  • Minos's hands in his first phase can be hard to dodge, but as long as you stay near the middle and learn how his attacks are telegraphed they become easier to deal with.
  • Minos is especially vulnerable to the Shotguns given that he has such a huge hitbox. Utilize projectile boosts and shotgun swapping to get the most out of them.
  • When Minos's third phase begins and his parasites emerge, be sure to parry the homing and normal projectile attacks back for massive damage. They also serve as weak spots for the coin and all other weapons.
  • If you need a quick health boost, Minos's hands on the sides of the arena also take damage.
  • All of Minos's punching attacks can be parried with the right timing, briefly stunning Minos and launching his hitbox to the left while dealing 5x more damage than your standard punches.
  • A 4x coin shot or railcoin can deal massive damage. The Screwdriver can also come in handy to deal damage to Minos's hands while you focus on parrying and dealing damage to his head.
DAEMONIA MAIORVM (DEMON BOSSES)
THE LEVIATHAN
HEALTH: 200

WEAKNESSES: NONE

ATTACKS: LUNGE (35), PROJECTILE SPAM (25), SWING (35)


"There go the ships: there is that Leviathan, whom thou hast made to play therein."
PSALMS 104:26


The Leviathan is the boss of Wrath and a bit of a doozy. It has a variety of unusual attacks only amplified by a second one spawning when the first phase is beaten. Its most powerful attack, the projectile spam, can devastate unaware players without stamina, while its other attacks take time to learn the patterns of. Fortunately, once the Leviathan's patterns are learned, he becomes one of the easier bosses.

TIPS:
  • The Leviathan's skull is completely invulnerable. It will deflect rockets similar to Streetcleaners or the Malicious Face.
  • It's entirely feasible to deal potentially fatal damage to the Leviathan by shooting an explosive into its mouth as soon as its projectile attacks start. Like the Mindflayer, if the projectiles are parried at just the right time then the Leviathan will take the damage of all of the parried projectiles.
  • The Leviathan's swing direction determines if he'll swing low or high. If he swings from the left, then jump. If he swings from the right, then stay on the ground.
  • The screaming lump of flesh on the top of the Leviathan is its heart. It will take 300% more damage when targeted there; an easy way to get on top is to use the Whiplash after a lunge attack.
  • The Leviathan's lunge cannot be parried! Dash out of the way.
MACHINAE MAIORVM (MACHINE BOSSES)
V2: ROUND 1
HEALTH: 40

STAMINA: 3

WEAKNESSES: NONE

ATTACKS: REVOLVER (10), CHARGE SHOT (30), SHOTGUN (25), CORE EJECT (35)


"Moreover if thy brother shall trespass against thee, go and tell him his fault between thee and him alone: if he shall hear thee, thou hast gained thy brother."
MATTHEW 18:15


Here he is, in all his glory. V2 is the true test of early ULTRAKILL, asking: "have you learned?" If the answer is no, prepare to get your ass kicked. If the answer is yes, prepare to get your ass kicked. V2 is like you in every way, albeit with a more limited arsenal. Like V1, V2 can dash, slide, jump, and use the same weapons as you. In his first fight, V2 is limited to the Piercer Revolver and Core Eject Shotgun. When defeated, V2 runs away after his arm falls off, giving you the Knuckleblaster.

TIPS:
  • V2 is the first big test, and tests if you've learned what weapons pair with each other and how to utilize them to their full ability.
  • V2 can shoot your coins, although he won't actively target them. Be sure your coins are aimed high and away.
  • Most of V2's attacks can be parried, including his revolver shots. Only the last shot can be parried, but if it's pulled off it will heal you to the hard damage cap. Very welcome in such a tense fight.
  • V2's cutscene before he attacks can be used to build up damage with coins by punching them into V2 or to lay down nail bombs. V2 will always go left or right after the fight begins.
  • V2 takes only 40% damage from Revolvers. Use your shotguns, railcannons, and nailguns.



V2: ROUND 2
HEALTH: 80

STAMINA: 3

WEAKNESSES: NONE

ATTACKS: REVOLVER (10), PIERCER (30), COIN SHOT (15 + (7.5 x COIN), MAXIMUM OF 45), SHOTGUN (25), CORE EJECT (35), NAILS (8 PER TICK)


"And Cain talked with Abel his brother: and it came to pass, when they were in the field, that Cain rose up against Abel his brother, and slew him."
GENESIS 4:8


V2 returns as the boss of 4-4, with a new arsenal and a much more erratic movement pattern. In addition to the Piercer and Core Eject, V2 also has the Marksman and Overheat Nailgun, making him a far more dangerous foe. The enclosed arena also limits how creative your coin shots can be, and V2 will dash and slide much more frequently.

TIPS:
  • V2 will shoot your coins if you don't shoot them in time, but you can do the exact same thing. If V2 throws coins, shoot them with the revolver or railcannon for a lot of damage and style. They can also be punched to rack up exponential damage.
  • V2 will become enraged if you hit him with the Knuckleblaster. For the time he's enraged, he'll be unable to shoot your coins or throw coins of his own.
  • V2's shotgun pellets can be parried for projectile boosts, which can deal massive damage if aimed properly.
  • When V2 is charging the nailgun, lay down a magnet! His nails will be attracted to the magnet and become your nails, dealing damage to V2 if he triggers the nail bomb.
  • V2 is implied to be American. This means a good way of defeating him is by hiding in caves and conducting asymmetrical warfare.
  • V2 could also be British: in which case, a good way of defeating him is by getting France and Spain to do it for you.



THR-1000 "EARTHMOVER"
HEALTH: 115 (DEFENSE SYSTEM), 100 (BRAIN)

WEAKNESSES: NONE

ATTACKS: ENVIRONMENTAL PIPES (20), FLUSH (25), DEFENSE ROCKETS (35), DEFENSE LASER (15), DEFENSE MORTARS (60), DEFENSE ORBS (30), LASERS (30), HOMING ORB (40)


"Behold now Behemoth, Which I made with thee; He eateth grass as an ox. Lo now, his strength is in his loins, And his force is in the navel of his belly. He moveth his tail like a cedar: The sinews of his stones are wrapped together. His bones are as strong pieces of brass; His bones are like bars of iron. He is the chief of the ways of God: He that made him can make his sword to approach unto him."
JOB 40:15-19


The Earthmover is my favorite enemy in the game and very unique insofar as its entire stage is its boss fight. You'll constantly have to deal with other enemies, environmental hazards, and be top of your game to beat this boss.

TIPS:
  • You can parry almost everything the Defense System throws at you. An easy way to deal with it is with using Freezeframe Rockets and parrying the orbs. This includes the mortars.
  • Don't be afraid to not shoot the Brain that much. Focus on movement and survival above all else, and parry the orbs or use your shotgun/magnets: you want to take care of it as fast as possible, before it can set up its shields! Parry its orbs as much as possible and use freezeframe rockets in conjunction with projectile boosts.
  • You can evade the lasers and heal up any hard damage you might've taken by hiding behind the Idol pedestals in the second phase of the Brain fight.
  • The Earthmover is canonically Japanese, meaning a good way to defeat it is with an up-to-date naval doctrine.
ANGELI MAIORVM (ANGEL BOSSES)
GABRIEL, THE JUDGE OF HELL
HEALTH: 100

WEAKNESSES: NAILS (1.25X)

ATTACKS: SHORTSWORD SLASH (15), SHORTSWORD THRUST (25), GREATSWORD SLASH (35), GREATSWORD THROW (35), AXE THROW (30), STALL AND FALL (25), SPEAR THROW (35), SWORD RING (35), BULLYING (HE SAID A BAD WORD AND GOT ME GROUNDED)


"And the angel answering said unto him, 'I am Gabriel, that stands in the presence of God; and am sent to speak unto thee, and to show thee these glad tidings.'"
LUKE 1:19


Gabriel, the Judge of Hell, is the final boss of Act 1 and a ♥♥♥♥♥♥♥ tyrant for first-timers. Without proper knowledge of his patterns and a good strategy he will ♥♥♥♥ up every player that crosses him. After learning how to deal with him he becomes a bit of a cakewalk, but before that he absolutely deserves the title of "final boss" for the game's first act.

TIPS:
  • All of Gabriel's projectiles can be parried. Practice this as much as possible to rack up damage while healing yourself.
  • Gabriel is weak to nails, which becomes especially noticeable when his first phase ends.
  • Gabriel can be tricked into launching himself off of the arena with a stall-and-fall with his spear. If he starts to teleport above you and plummet, jump off the arena (but make sure you can get back) and he'll fall off for massive damage and also complete his challenge.
  • During his introduction, you can punch a coin into the ground and then off of Gabriel before shooting it to deal about a quarter or more of his health. In repeat playthroughs, using the Whiplash to juggle coins before shooting them with the Slab Piercer's alt fire or the Railcannon can deal even more.
  • Gabriel will sometimes stop attacking to taunt V1. This is the perfect time to deal massive damage, especially with the nailguns.
  • Patience, machine. Gabriel's tough, so expect to die a few times.



GABRIEL, THE APOSTATE OF HATE
HEALTH: 100

WEAKNESSES: NAILS (1.25X)

ATTACKS: LIGHT COMBO (20), THRUST (35), MEDIUM COMBO (95), HEAVY COMBO (95), THROWN SWORDS (35), SWORD RING (35), ORGAN (DAMN HE GOES CRAZY WITH IT)


"For in my jealousy and in the fire of my wrath have I spoken, Surely in that day there shall be a great shaking in the land of Israel; So that the fishes of the sea, and the fowls of the heaven, and the beasts of the field, and all creeping things that creep upon the earth, and all the men that are upon the face of the earth, shall shake at my presence, and the mountains shall be thrown down, and the steep places shall fall, and every wall shall fall to the ground."
EZEKIEL 38:19-20


Gabriel, the Apostate of Hate, punishes you for sticking to what you've learned like Act 2 as a whole. If you mimic the same strategies you've used against Gabe 1 or other bosses then you're going to be wiped. Gabe 2 demands adaptation --- and precision --- or death. He starts Enraged, making all of his attacks faster and stronger than normal.

TIPS:
  • Gabriel's projectiles and single hit attacks can be parried with precise timing, but make sure to dash into them as he'll still be able to hit you.
  • Gabriel is still weak to nails. He'll also take massive damage if launched into the ceiling, so combine nails with the Screwdriver to hit him into the ceiling and complete the challenge. At the same time, however, he'll take 50% less damage during this stunlocked phase, so don't waste all of your ammo on the Nailgun or Railcannon on this phase.
  • Gabriel will punish you hard if you move predictably. Always be one step ahead of Gabriel, staying in midair as much as possible and using projectile boosts and/or rockets to whittle away at his health.
  • Like Gabe 1, coins can be punched and/or juggled to build up damage before his fight. This is especially useful given that his introduction is longer than Gabe 1's.
  • Also like Gabe 1, he'll sometimes stop attacking to taunt you. This gives a brief respite to heal and deal damage.
  • Using two coins similiar to a Hideous Mass's instakill --- one behind Gabe and one in front of him --- can shred through Gabe's health.
  • Gabriel will become normal again after he enters his second phase. This makes his second phase somewhat easier than his first, although he can still punish tired and careless players. His patterns will become slower but much more accurate and deadly.
  • Gotta give him credit for his Organ playing skills tho.
ANIMAE PRIMAE (PRIME SOULS)
THE FLESH PRISON
HEALTH: 100

SUMMON HEALTH: 1 (EYEBALLS), 2 (MINI MAURICES)

WEAKNESSES: NONE

ATTACKS: HOMING PROJECTILES (30), DIVINE BEAMS (30), BLACK HOLE (FATAL -1, +99 HARD), EYEBALL BEAMS (15), MINI MAURICE BEAMS (20), MINI MAURICE EXPLOSIONS (50)


"So Jeremiah abode in the court of the prison until the day that Jerusalem was taken: and he was there when Jerusalem was taken.'"
JEREMIAH 38:28


The Flesh Prison is the precursor to Minos Prime and is a ♥♥♥♥♥ and a half. More a sponge than anything, FP has resistances to both electricity and nails, which make him especially annoying but ultimately easy to deal with once his patterns are learned.

TIPS:
  • An easy way to destroy all of the Flesh Prison's summons is by shooting a core eject with the Malicious Railcannon.
  • Flesh Prison has a timer underneath its health that shows how long until he begins to heal and when he'll summon more minions. This timer decreases as FP takes more damage.
  • After taking enough damage, Flesh Prison will begin an animation. He'll freeze in place and all living minions will freeze with him, attached to him with a glowing green connection, and will heal him if they're not dealt with.
  • FP cannot summon any minions in the middle of attacking. This is the prime time to focus on him as much as possible.
  • FP is especially weak to projectile boosts and the shotgun in general given his large hitbox.
  • It's not a bad idea to leave one or two eyes alive for a little bit of damage while he heals; kill it when the healing animation begins for a little bit of chip damage.
  • With the new Sharpshooter revolver, an easy way to deal a lot of damage is to hit a 4x ULTRARICOSHOT with the Slab Sharpshooter. This also deals massive damage to Minos Prime, Sisyphus Prime, and the Flesh Panopticon, as well as any other boss with an intro sequence.



MINOS PRIME
HEALTH: 130

WEAKNESSES: NONE

ATTACKS: DIE! (30), CRUSH! (50), DIE/CRUSH SHOCKWAVE (25), PREPARE THYSELF! (30), THY END IS NOW! (30), JUDGEMENT! (50), UPPERCUT (30), "BLOCK THIS OVERHEAD" (30), SERPENT (30)


"A man of great wrath shall suffer punishment: for if thou deliver him, yet thou must do it again."
PROVERBS 19:19


No flavor text for this one. Minos Prime is one of the hardest challenges in the game, demanding concentration, skill, and patience.

TIPS:
  • Minos will say voicelines that telegraph which attack he's going for. "Die!" is a homing kick with a shockwave, "Crush!" is a straight down kick with a shockwave, "Prepare thyself!" is a 2-hit combo followed by a serpent, "Thy end is now!" is a four hit combo, and "Judgement!" is an explosive dropkick.
  • The last hit of "Thy end is now!" and "Judgement!" can be parried, but only in his first phase if playing Violent. If on Violent difficulty, these attacks can still hit you, requiring an immediate dash.
  • Do not stay in midair. Unlike nearly every other enemy in the game Minos Prime still thrives in midair, and will actively punish V1 with strong attacks if he stays in midair for too long.
  • Minos's serpents are homing, but aren't perfect. They can be delayed by walking in a figure eight, spinning around V1 until a parry window is opened. Be warned that if you parry these attacks from close-up, they'll still do damage to you!
  • The best way to dodge "Die!" and "Crush!" is by jumping, dashing, or sliding away from the initial dropkick and dashing or jumping away from the shockwave. They're hard attacks, so don't worry if you mess up. Alternatively, learn how to dash jump backwards.
  • Minos will occasionally run out of stamina (exact amount varies from difficulty to difficulty), which will leave him unable to attack for a time depending on difficulty. This is a perfect time to get off a ton of damage with shotgun swapping, the Overheat nailgun, or railcoins.
  • Once he gets down to half health, he'll shout "WEAK!" and begin glowing blue; essentially becoming Enraged. All of his attacks become stronger and faster, and on Violent "Thy end is now!" and "Judgement!" become unparriable.
  • Be patient. It took me over 40 tries to beat Minos Prime for the first time.



FLESH PANOPTICON
HEALTH: 50

SUMMON HEALTH: 2 (MINI MAURICES), 5 (EYES)

WEAKNESSES: NONE

ATTACKS: DIVINE BEAM (30), MORTAR (60), BLACK HOLE (FATAL -1, +99 HARD DAMAGE), MINI MAURICE BEAMS (20), MINI MAURICE EXPLOSIONS (50)


"Whoever will not obey the law of your God and the law of the king, let judgement be strictly executed on him, whether for death or for banishment or for confiscation of his goods or for imprisonment."
EZRA 7:26


Live Panopticon Reaction. The Flesh Panopticon is the easiest challenge to come out of P-2, and if you can survive its barrage of attacks you're golden.

TIPS:
  • The Flesh Panopticon cannot be damaged by its mortars: stand on top of it to avoid them.
  • The golden eyes of the Panopticon make you unable to heal, but also negate the hard damage build up of the Whiplash.
  • When the Panopticon gets to half health (50/100), it will immediately die at the hands of...



SISYPHUS PRIME
HEALTH: 200

WEAKNESSES: NONE

ATTACKS: YOU CAN'T ESCAPE! (30), BE GONE! (30), DESTROY! (33), THIS WILL HURT (50), ROUNDHOUSE (30), OVERHEAD (30), GROUND POUND (30)


"An evil man seeks only rebellion, and a cruel messenger will be sent against him."
PROVERBS 17:11


Here we are. The toughest challenge in the game, bar none.

TIPS:
  • Like Minos, Sisyphus will telegraph his attacks. "You can't escape!" is a combo, which can be parried at the last move by jumping up and punching his chest. In phase 2, this will be proceeded by a ground pound. "Be gone!" is a shockwave-creating clap, which can be avoided or parried. "Destroy!" is always preceded by an untelegraphed move and will summon a glint of light that predicts V1's movement and explodes after a short time: it can be parried when first cast, but only if Sisyphus himself is punched. "This will hurt." is an explosion with long startup. It can be parried, briefly stunning Sisyphus.
  • Sisyphus heavily relies on PREDICTION. Making small adjustments when sliding goes a long way. An easy way to deal with "Destroy!", for instance, is to feign sliding one direction and immediately move in the opposite once Sisyphus casts it.
  • Sisyphus has an invisible stamina meter, similar to Minos. Once this runs out, he'll stop attacking. Use this to rack up damage and and heal back up. In Phase 2, his stamina is increased.
  • Sisyphus is vulnerable to circle strafing: use this to your advantage! Remember to aim with your keyboard, not your mouse. Does that apply? Maybe I've played too much TF2.
  • Git gud.
CREDITS AND THANKS
This guide wouldn't be possible without the ULTRAKILL Wiki, who provided me with most of the basic information. I would also like to give a special thanks to That Trav Guy and HerbMessiah's YouTube channels for showing me techniques such as the Virtue's parry timing and how to instakill Schisms and Streetcleaners with the Knuckleblaster.

Many of the techniques and tips described above are by me and my nearly 90 hours in ULTRAKILL. All of the BIble quotes are from the King James Version with some minor edits by myself. Latin translations were done on Google Translate.

Finally, a big thanks to Hakita and New Blood for developing and publishing one of my favorite games of all time. Godspeed, you magnificent bastards.

P.S.: Gabriel Ultrakill says trans rights.
28 σχόλια
WATCH LAIN  [Δημιουργός] 7 Μαρ, 20:14 
Currently working on an update to include the Earthmover weapons that are a part of the enemy pool in 0-E.
27 brain cells 18 Φεβ 2024, 16:47 
v2 round 2 sits so sexy and im the most sane ultrakill player
WATCH LAIN  [Δημιουργός] 31 Ιαν 2024, 8:11 
Sorry about the wait. I had personal issues that took a lot out of me. Completely up to date as of Violence!
WATCH LAIN  [Δημιουργός] 26 Δεκ 2023, 14:23 
Christmas took a bit out of me, and my keyboard is broken. Update should be here by January 10. Sorry, all.
WATCH LAIN  [Δημιουργός] 23 Δεκ 2023, 14:22 
Updated 12/23 to include the Earthmover.
WATCH LAIN  [Δημιουργός] 20 Δεκ 2023, 12:51 
With the Violence update, out, I'm currently working on updating this.
WATCH LAIN  [Δημιουργός] 12 Σεπ 2023, 8:24 
Noted and updated, September 12, 2023.
gorm 11 Σεπ 2023, 23:45 
swordsmachine takes 225% more damage from shotgun parries and the corpse of king minos takes 500% more damage from parries as well as 650% from shotgun parries
WATCH LAIN  [Δημιουργός] 8 Σεπ 2023, 8:05 
Updated, September 8, 2023: Added a note to Cerberi and Sentries about their vulnerability to Cannonballs.
Gears 7 Σεπ 2023, 20:52 
sweet