ULTRAKILL
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ULTRAKILL | | | ULTIMATE ALL LEVELS 100% GUIDE | MINIMUM SPOILERS
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A 100% Guide to every level in ULTRAKILL.

This guide is meant is for people who want to do everything after their first playthrough and is meant to tell you everything you'll need for a full gold Chapter Select and every unlockable.

This guide will cover the following;
  • P-rank Requirements (Time, kills and style.)
  • Give a summary of the level.
  • Challenges and Orbs.
  • Other stuff such as equipment and notable things.
It will also cover these things with spoiler tags. Example of a spoiler tag.
  • Secret Encounters.
  • Secret Level Entrances.
  • P-Door Locations.

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PRELUDE // OVERTURE: THE MOUTH OF HELL





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0-1 INTO THE FIRE
P-rank Requirements
  • Time: 02:30
  • Kills: 71
  • Style: 7000

Level Summary
  • Here we have our first level, and with it our first weapon, the Revolver
  • Introduced to basic mechanics such as; parries, glass panels, environmental hazards and hard damage.
  • Introduced to Filths and Strays.
  • Fight a "Boss" Malicious Face at the end of
    the level.
The Revolver, the first weapon.
The Revolver has 3 variants which are the Piercer, Marksman and Sharpshooter.
The Piercer can be obtained from the first room in 0-1 while the other 2 are bought at a Terminal for 7,500 P and 12,500 P respectively.

Challenge
"Kill 5 enemies with 1 glass panel."
This challenge isn't too hard. All you have to do to achieve it is jump and group a bunch of Filths underneath you, then do a Piercer-Charge-Shot downwards to break the glass.




Secrets
Secrets 1/5
Behind a glass panel located above the exit door of the first room.

Secrets 2/5
Inside a hole in the wall, with a path of pipes attached to the walls leading to it.

Secrets 3/5
Above the doorway to the next arena, in the
room with the curved path facing a large gear.

Secrets 4/5
In the room with 3 Strays and Filths, the Filths will break through the wall, and you are able to go through here and behind lies a Soul Orb on a ledge.

Secrets 5/5
There is a breakable vent inside the wall of the
pathway leading into the room with the Orb inside,
upon collection a swarm of Filths will spawn.


------------------------------------------------------------------------

0-2 THE MEATGRINDER

P-rank Requirements
  • Time: 02:00
  • Kills: 53
  • Style: 6,000

Level Summary
  • Expands the player's awareness of environmental hazards.
  • Has the first Blood Orb: a variant of the soul orb which gives Overheal at the risk of losing health or dying in the process of trying to collect one.
  • Introduces the concept of Secret Encounters:
    special and unique mini-boss like encounters
    usually with interesting rewards.
  • Has the first Secret Level Entrance.

Challenge
"Beat the Secret Encounter"
To find the room the Secret Encounter resides in you'll need to find 1 of either entrances, 1 of which is a breakable vent near a Blue Pedestal which is in the room sword machine comes out of and proceeds to kill 3 Strays in front of you.

The other entrance is located in the final room, where the is a path underneath the entrance next to the crushers, that leads to the same area as the other entrance. Once either of these are places have been entered continue straight onwards from the Final Room exit, there will be a left turn and then some breakable vents above you, which leads to the Secret Encounter room.


Secrets

Secrets 1/5
A pipe-path leads straight to a crevasse with the Orb from above the first door.


Secrets 2/5
One of the 2 rivers of blood (the one that's further from the entrance) in the room with the Filths and Strays you can go into it's source and has a small hole inside which leads to a Soul Orb.


Secrets 3/5
Looking from where Swordmachine slaughtered the 3 Strays, there is a breakable vent right and above from the door Swordmachine exited from. From there, there is a door with the Blood Orb inside, however there are many crushers, and the walls are made of grinders making this Orb difficult to get.


Secrets 4/5
In the room with the Blue Pedestal, there is a breakable vent which leads directly to the Orb.


Secrets 5/5
Right before the exit door there is a horizontal crusher that has a blood-fall in it, going behind the blood-fall leads the the final Soul Orb.



Entrance to Secret Level 0-S

To access 0-S you will need to put the Blue Skull hidden in this level on the Blue Pedestal located in the room Swordmachine exits from before killing 3 Strays.

The Blue skull is located in a hole in the ceiling, in the room after the first encounter with both Filths and Strays, there is also a vent on the ground below the hole to help better indicate it's existence.




------------------------------------------------------------------------

(Continued in a different section cause steam guides are silly.)
PRELUDE // OVERTURE: THE MOUTH OF HELL (Continued)

------------------------------------------------------------------------

0-3 DOUBLE DOWN
P-rank Requirements
  • Time 03:30
  • Kills: 49
  • Style: 7,000

Level Summary
  • Introduces Schisms; tanky, burst fires, but static aiming.
  • The 2nd weapon, the Shotgun is found here.
  • 2 Swordmachine encounters (The first one can be skipped if the Shotgun has been acquired.)
  • Has less than the usual amount of Soul Orbs, having 3 instead of 5.

The Shotgun is a weapon that fires several heat pellets that deal 0.25 damage each. It has 3 variants the Core Eject, Pump Charge and Sawed On.
Core Eject is dropped by any Swordmachine upon starting phase 2, the Pump Charge and Sawed On are bought for 12,500 P and 25,000 P respectively.

Challenge
"Kill only one enemy."
This challenge seems impossible at first, however the trick is that the 1st room is connected to the 2nd to last room, via a ceiling of glass panels. Then just Slam-jump and Wall Jump from the exit door up to the glass panels. Then ignore the 2 strays and kill the Swordmachine.

Secrets

Secrets 1/5
Underneath the first room lies a Blood Orb, you can get to it through a crevasse that is at the base of the pathway that wraps around the edges of the room. Upon collection it will spawn several strays.


Secrets 2/5
In the Schism introduction room the ceiling is made of glass panels. Break these and get on top of them and above where the entrance door is, the Orb is located.


Secrets 3/5
In the room blocked by rubble that requires the Shotgun to get through, there is a overpass that has the Orb located on top.


Secrets 4/5
In the room with the Large Zappy Wire Things™ there is a Soul Orb under the pathway at the entrance. You'll need to break the glass around the Large Zappy Things™ to be able to access the Soul Orb.


Secrets 5/5
In the 3rd to final room before the staircase that leads to the 2nd Swordsmachine fight, there is a transparent (I don't know why it's transparent) breakable wall that has a Soul Orb behind it on the opposite side of the room of the exit door.



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0-4 ONE MACHINE ARMY

P-rank Requirement
  • Time: 02:20
  • Kills: 53
  • Style: 8,500

Level Summary
  • Introduces Malicious Faces (Maurice) as a normal enemy.
  • Has only 3 Soul/Blood Orbs instead of 5.

Challenge
"Slide uninterrupted for 17 seconds."
This challenge is very simple, just kill all the enemies, don't break the necessary glass panels, start sliding at the Hellavator and don't stop till you reach the end.

Secrets

Secrets 1/5
The first Orb is found above where the 2 Strays spawn in the first arena.


Secrets 2/5
In the middle of the grinder tunnel there are glass panels to the side, behind which there is a Blood Orb guarded by 2 Malicious Faces.


Secrets 3/5
In the cooling chamber room after the heat tunnel between the glass door and the door to the next room there is a vent way to the top-left (facing towards exit door) that leads to a Soul Orb.


Secrets 4/5
Below the glass panels of the final room, underneath the entrance door is the Orb.


Secrets 5/5
Above the door of the final room (not including tunnel to end) there is are buckets of lava being transported to one side of the room to the other, on the right side of this there is a Soul Orb inside a small ditch.



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0-5 CERBERUS

P-rank Requirements
  • Time: 02:00
  • Kills: 2
  • Style: 3,200

Level Summary
  • First boss level, along with the trend of every boss level having a shortcut.
  • Introduces Cerberus as a boss.

Challenge
"Don't deal fatal damage to any enemy"
For this challenge simply, get both of them to low HP, then attempt to get them to damage themselves with their explosive apple throw. One thing that helps to do this is that they are more likely to throw the apples when they're away from you, but the apples go where you are at the end of the animation. This means by baiting them into throwing it, and then getting close guarantees for it to hit them.


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ACT I // LIMBO: THE TWISTED PARADISE

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1-1 HEART OF THE SUNRISE
P-rank Requirements
  • Time: 04:30
  • Kills: 76
  • Style: 8,000


Level Summary
  • First level that actually is in Hell.
  • Introduction to coloured Skulls and their corresponding Pedestals.
  • The Nailgun is first found here.

The Nailgun is a weapon that rapidly fires nails for low damage, it currently has 3 variants which are the Attractor, Overheat and the Jumpstart. The Attractor is obtained by picking it up off the ground in either in the middle of 1-1 or the start of 1-2, the Overheat and Jumpstart are purchased from a Terminal for 25,000 P and 35,500 P respectively.

Challenge
"To do the challenge you have to take the secret exit of the level. More info about that can be found below the "Secrets" section.

Secrets

Secrets 1/5
In the room with the Red Pedestal there is a pillar that clips through the wall with a glitchy effect, here you can walk through and an Orb will be on the other side.


Secrets 2/5
In the room opposite of the Red Skull Door there a tower with an Orb on top.


Secrets 3/5
In the first combat encounter room, there is a
waterfall with a Blood Orb behind it.
Collecting this will spawn a flock of drones.


Secrets 4/5
In the hallway where the Attractor tutorial message pops up, one of the windows doesn't produce light and can be walked through, leading to the Soul Orb.


Secrets 5/5
Above the entrance door to the second to final
combat room there is the final Soul Orb.



Limbo Slab 1/4
Throughout Limbo there are 4 Slabs that can be activated with one Slab per level. When all Slabs have been activated a door in 1-4 opens.
The Slab in 1-1 is found in the very last room, by breaking the glass panel skylight and going above on top of the roof.



Entrance to Secret Level 1-S
To enter 1-S is very simple, just throw a coin into the fountain that's in the first room and make a wish!



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1-2 THE BURNING WORLD
P-rank Requirements
  • Time: 04:40
  • Kills: 62
  • Style: 7,000


Level Summary
  • Start of level has an Attractor Nailgun at the beginning incase you didn't pick the one in 1-1 up.
  • Introduces Streetcleaners.

Challenge
"Do not pick up any skulls."
Similarly to 0-3 this may seems impossible at first, but the trick is that one of the first rooms is attached to the second to final room.
There is a trapdoor where the second Soul Orb can be found which has a tesla coil next to it, the coil can be powered using either the Conductor Nailgun or the Electric Railcannon. This allows you to skip half the level and get straight to the final encounter without picking up any skulls.

Secrets

Secrets 1/5
The 1st Orb is in the ceiling of the first indoors encounter. To access there you need to go around the pillars on the end furthest from the centre of the room, and there will be crevasses that you can go into with the Orb inside.


Secrets 2/5
Under the staircase that leads to the Blue Skull, there is a small tunnel leading to this Soul Orb.


Secrets 3/5
Above where the Red Pedestal, there is a hole in one of the corners that has a Soul Orb.


Secrets 4/5
In the room with the Cerberus, there is a crevasse filled with water in between the two stairs that leads to the Blood Orb. Collecting the checkpoint in the crevasse will spawn a Cerberus once you leave.


Secrets 5/5
This Soul Orb is located in the lava-filled room connected to the Cerberus room, you will have to jump into the ceiling over the fence to reach this Soul Orb.



Limbo Slab 2/4
To get to the second Limbo Slab you have to beat the Secret Encounter of the level.


Secret Encounter location
To find the secret encounter for this level you will need to first go into the lava-filled room at the end of the level, here there is a breakable wall on the side of the stairs, which leads to a large room with the Limbo Slab. However it is blocked off until the Secret Encounter is defeated. From this large room, there is another breakable wall which leads to a series of hallways that eventually leads to the Secret Encounter.



ACT I // LIMBO: THE TWISTED PARADISE (Continued)

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1-3 HALLS OF SACRED REMAINS
P-rank Requirements
  • Time: 08:00
  • Kills: 125
  • Style: 14,000



Level Summary
  • First level with a Dual Colour Door.
  • First level with Cerberus' as normal enemies.
  • Introduction to Hideous Mass.


Challenge
"Beat the Secret Encounter"
Same thing with the Slab, more details below.

Secrets

Secrets 1/5
Above Dual Colour Door are glass panels, you can break them to get up on the ceiling where which the Soul Orb lies behind a pillar.


Secrets 2/5
Here is a Blood Orb that is in the chute that leads from the Red Skull route to the Blue Skull route - and if you keep going down, back into the starting room.


Secrets 3/5
This Orb is located beneath the stairs near the bottom door in the Spiral Staircase With a Lava Pit in the Centre™"room.


Secrets 4/5
On the right of the Blue Skull - behind a fence, there is a water stream where you can slide into the source which is where the Soul Orb is located.


Secrets 5/5
In the first room in the Red Skull route - opposite of the room's exit door, there is a balcony with a small gap that can be slid through, this is where the Soul Orb is located.



Limbo Slabs 3/4
Just like 1-2, to access the Slab you have to beat the Secret Encounter, details of the Secret Encounter are at the bottom of the 1-3 section.


Secret Encounter
The Secret Encounter's room is connected to the very first room, where collecting both Skulls and putting them on the pedestals will open a stairway that leads to the Secret Encounter.
Once you've beaten it, you will gain access to the 3rd Limbo Slab.



------------------------------------------------------------------------

1-4 CLAIRE DE LUNE
P-rank Requirements
  • Time: 2:15
  • Kills: 0
  • Style: 600



Level Summary
  • First book, along with the first mention of Gabriel.
  • Tutorial for the multi-Skull doors.
  • First V2 encounter.
  • V2 drops the Knuckleblaster the red arm variant.

The Knuckleblaster is the first arm outside of the starting arm, it is obtained from V2 in 1-4. It's purpose is to deal powerful, instant hits while close to an enemy and then to back away while it's waiting to off cooldown. It also has the ability to do a low damage shockwave with high knockback.




Challenge
"Do not pick up any Skulls."
To do this challenge all you have to do is break the window above the multi-Skull door, which gives you access to the boss arena.


Limbo Slab 4/4
The final Slab is the easiest one to access, with it just being a left turn in the main hallway.


Limbo Slabs reward

The reward for all the Slabs is the Slab Revolver, a slower, more powerful variant of the revolver.


When fired, it shoots 2 hitscans at the same that deal 1.25 damage, effectively making it deal 2.5 damage, but if you kill an with less than 1.26 health the second hitscan will not hit and be able to hit another enemy. The Slab revolver has the con of no Locational Damage however the damage increase, more than makes up for this.





ACT I // LUST: THE URBAN CATACOMBS

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2-1 BRIDGEBURNER
P-rank Requirements
  • Time: 03:30
  • Kills: 69
  • Style: 11,000



Level Summary
  • First large open level.
  • Serves as an introduction to Bounce Pads and how they can be used.
  • Only X-1 level that doesn't introduce a new enemy.

Challenge
"Do not open any normal doors."
For this challenge you cannot open any doors except for the entrance and exit doors. The first roadblock is almost immediately where you cannot exit the room, however the pipe that is outside the first doorway that leads to the outside. (It also has an Orb as a bonus.)

From here, go on top of the room you were just in and then go around the tower and use one of the Bounce Pads low down to get on the main bridge, from there go to other side of the bridge. Once you're there you can go around the tower via multiple methods but the ways I would recommend using are: Overpumping, Slam Storage or Rocket Riding. Once you've ♥♥♥♥♥♥ past that you'll be at the end of the level.

Secrets

Secrets 1/5
There is a the pipes that you walk on outside the first have a breakable part (shown via cracks), that leads to the outside, where a staircase leads to the Soul Orb.


Secrets 2/5
Underneath the first staircase once you get outside.


Secrets 3/5
Far away from the main bridge there is a platform that has a Blood Orb, to get to this you will need to jump on the Bounce Pad closest to the Blood Orb, next to where the floor collapses beneath you.
Space out your dashes to get maximum distance then jump on the platform. Here you will see a "Crane Control" console that will move you to the Blood Orb.


Secrets 4/5
Underneath the tutorial for Dash Jumping.


Secrets 5/5
To the left of the final door before the end, there is a small overhang with an Orb on it.



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2-2 DEATH AT 20,000 VOLTS
P-rank Requirements
  • Time: 05:00
  • Kills: 62
  • Style:12,000



Level Summary
  • Introduces Soldiers, strays with shotguns that can block explosions.
  • Tutorial for Circular Checkpoints.
  • First level with Power Boxes that need to broken to do change.
  • The Railcannon can be found at the half way point of the level.

The Railcannon is a the 4th weapon you unlock and is a burst fire weapons with a 16 second cooldown. It has 3 variants, Electric, Screwdriver and Malicious with the Electric one being found right before the last room. The other are both bought for 100.000 P from the Terminals.

Challenge
"Beat the level in under 60 seconds."
To do this challenge, the goal is to rush all the Power Boxes as fast as possible skipping all the enemies as no doors are locked while enemies are alive. There isn't much else to say about other than go fast and don't die.

Secrets

Secrets 1/5
Above the Cerberus in the first room, there is a breakable window to the room containing the Orb.


Secrets 2/5
A passage is connected to where the 3 Soldiers that attack are you on the bridge, that leads to the Orb.


Secrets 3/5
Above where the pair of Streetcleaners and FIiths spawn in there is a Blood Orb.


Secrets 4/5
In the water channel that is at the corners of the final room, there is a Blood Orb.


Secrets 5/5
Near where the book about King Minos' death, there is a hole in the wall with a breakable wall next to it, leading to a room with the Orb.
ACT I // LUST: THE URBAN CATACOMBS (Continued)

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2-3 SHEER HEART ATTACK
P-rank Requirements
  • Time: 04:20
  • Kills: 66
  • Style: 9,000



Level Summary
  • First underwater segments.
  • First Mindflayer encounters.

Challenge
"Don't touch any water."
Almost all the level can be done without touching water except getting into the exit which is covered by a waterfall. To get past this you will have to drain the water of the level, which requires finding and then destroying the 3 power boxes listed as "Water Control" in the level. All 3 of these are accompanied by Soul Orbs 2, 3, and 5, which are listed below along with their locations.


Secrets

Secrets 1/5
Above the overpass which you enter the second room through.


Secrets 2/5
There is a crevasse underneath the bridge on the opposite side of the door with the Blue Skull.


Secrets 3/5
In the grinder room, on the wall the entrance is on, there is a crevasse one of the top corners with the Orb.


Secrets 4/5
In a small ditch at the end of the large slope in the grinder room.


Secrets 5/5
Behind the staircase in the room where you put the Red Skull.



Entrance to Secret Level 2-S
To access the secret level, you'll first have to clear out the water by destroying the 3 Water Control boxes, the details on this process are listed in the Challenge section. Afterwards, go to where the second combat encounter takes place and where the waterfall was, and then the Secret Level Entrance is there.



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2-4 COURT OF THE CORPSE KING
P-rank Requirements
  • Time: 04:00
  • Kills: 1
  • Style: 3,500



Level Summary
  • Introduction to tram carts.
  • Two fights, one with Minos' hand, and one with Minos.

Challenge
"Parry a punch."
Just parry any of Minos' melee attacks, that's it.

Probably the least notable level in the game, not much really happens here. (Maybe 5-4 is less notable.)




ACT I CRESCENDO // GLUTTONY: THE LIVING HELL

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3-1 BELLY OF THE BEAST
P-rank Requirements
  • Time: 05:30
  • Kills: 88
  • Style: 18,000



Level Summary
  • First "Crescendo" level.
  • Has damaging acid, it can also change the acid level mid-combat.
  • Has the first P-door...



Challenge
"Kill a Mindflayer with acid."
This one just ♥♥♥♥♥♥♥ sucks. To do it I recommend spawning the first Mindflayer and getting the Blood Orb at the beginning to the level. Afterwards just take a scuba dive into the acid with your overheal and wait for the mindflayer to die. If it doesn't work, try it again till it works.

Secrets

Secrets 1/5
Below the spine bridge in the first Mindflayer room, there is a pit in the acid that goes back up into a small room with a Blood Orb.


Secrets 2/5
Below the spine bridge in the triple Cerberus room, there is a Soul Orb directly below it.


Secrets 3/5
In the grand staircase room below where the drones spawn, there is an overhanging bridge that leads to a door with a Soul Orb behind it.


Secrets 4/5
In the room after the grand staircase room, underneath the spine bridge right at the entrance there is a crevasse that goes to a Soul Orb


Secrets 5/5
Underneath the stairs that leads to the exit door.



P-Door
The P-door is located within the same location as the 3rd Orb.



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3-2 IN THE FLESH
P-rank Requirements
  • Time: 04:30
  • Kills: 0
  • Style: 2,000



Level Summary
  • First voiced dialogue.
  • Final level of Act I.
  • First encounter with Gabriel.

Challenge
"Drop Gabriel in a pit."
For this challenge you have to get Gabriel to fall into the void-out zone at sides of the arena, to do this you have to get him into phase 2 while above this, so that when he's stunned he falls in.

Note: You should turn yourself back, now!




ACT II // GREED: THE SUNS OF TYRANNY

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4-1 SLAVES TO THE POWER
P-rank Requirements
  • Time: 04:00
  • Kills: 102
  • Style: 18,000



Level Summary
  • Introduces Virtues, Angels that force constant movement.
  • Introduces Dual-Wield power ups that make you temporarily hold a duplicate of your gun.

Challenge
"Don't activate any enemies."
This challenge for the most part is just using various methods to go over the map, avoiding all the spawn triggers. The exception is at the end where on the roof of the final building, above the exit door, there is a breakable floor that takes you straight down to the end.

Secrets

Secrets 1/5
Underneath the water on the first bridge.


Secrets 2/5
On top of the tower with the Virtue.


Secrets 3/5
The Orb is located behind a Door inside the room with lava. The door has to be opened via Slab with an eye on it, this Slab is located near the end of the level, above the entrance to the final building.


Secrets 4/5
There is an Orb located on a series of large pillars next to the final open section of the level,


Secrets 5/5
The Orb is located inside the ceiling of the corridor that leads to the exit.


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4-2 ♥♥♥♥♥♥♥♥ THE SUN
P-rank Requirements
  • Time: 04:40
  • Kills: 69
  • Style: 18,000



Level Summary
  • Introduces Sanded enemies, Sand makes enemies not bleed.
  • To go with that, Stalkers, enemies that kamikaze, making nearby enemies Sanded.
  • First and only instance of being able to have multiple Dual-Wield power ups at once.

Challenge
"Kill the Insurrectionist in under 10 seconds."
There are 2 main ways to do this challenge, one easy, one hard.
1. The first way is to stand on the glass next to the Red Skull pedestal, then use the Whiplash to put on the final skull to spawn the Insurrectionist, it will proceed to jump on you breaking the glass and killing itself in the Void.
2. The second method is to stack all the power-ups, to do this you could either not collect them until later, or be fast enough where you can get them all at once. Once you've done either method, use the Overheat Nailgun to obliterate the Insurrectionist dealing half it's Hp per Heat Sink.

Secrets

Secrets 1/5
Behind a large stone structure depicting a Cerberus holding a Blood Orb, lies a Blood Orb that spawns a Cerberus upon collection.


Secrets 2/5
Underneath where the first Virtue spawns in the level, there is a some safe-ground with an Orb.


Secrets 3/5
There is an Orb located behind a door in the double Cerberus arena, on the side of the checkpoint down a slope on the side with the Red Skull arena. To open this door you'll need to go to the back of the Blue Skull arena, and outside there will be a button with a Red Maurice on it. Once this button is pressed the door will open.


Secrets 4/5
Above where the first Stalker spawns, there is a Blood Orb on the roof that spawns 2 Maurice upon collection.


Secrets 5/5
Below the staircase leading into the Red Skull arena, is a Gold Orb, which functions as a Soul Orb, but gives you a Dual-Wield power up as well.



Entrance to Secret Level 4-S
For this secret level there are multiple steps that'll you will have to do to access it.
1. You'll first have to press a button with a Red Maurice on it, which is located behind the Blue Skull arena.

2. This opens up a door in the double Cerberus arena next to a slope, behind this door is an Orb (3) and more importantly a Moon-Torch, which to be placed on a Pedestal.
3. The Moon-Torch Pedestal is located on top of the main building and upon placement will change the time to night, making the Sand no longer damage you.
4. There will be a large sphere of light behind were the entrance is, below it is the entrance to the secret level.
ACT II // GREED: THE SUNS OF TYRANNY (Continued)

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4-3 A SHOT IN THE DARK
P-rank Requirements
  • Time: 05:30
  • Kills: 75
  • Style: 17,000



Level Summary
  • Has a torch that is used to light up Braziers throughout the level.
  • These Braziers can cause special events to happen upon being lit. (e.g Opening doors, spawning enemies.)

Challenge
"Don't pick up the torch."
For the most part this challenge is self-explanatory until the final room, where something has to be placed on the Torch Pedestal. There a 2 other things that can be placed on the Pedestal, the first being Soap, which is found in the on "bridges" at the ceiling.
The other is a Blue Skull found near Orb number 4.
Soap Location

Secrets

Secrets 1/5
In the first room to the left with a Brazier, in the ceiling is an Orb.


Secrets 2/5
In the first room to the right there is a crevasse on the ground with a Brazier that opens a door with an Orb behind it.


Secrets 3/5
In the room with 4 Braziers if you stay on the pillars that lift up you will be in the ceiling where a Golden Orb is.


Secrets 4/5
In the hallway with lots of hieroglyphs with Filths on them before the "Traitor Gabriel" portrait on of the hieroglyphs is breakable which leads to an Orb behind it.


Secrets 5/5
In the room with the second to final encounter, there is a crevasse in the water that leads to an Orb.



Secret Encounter
To access the Secret Encounter you first need to go to the "Tomb of Kings" which is located next to Orb number 4. Here there are several coffins with one of them having a Blue Skull inside which then needs to be put on the Blue Pedestal in the room. You'll need to have the torch placed somewhere to pick-up the Blue Skull.

Upon defeating the Encounter a Tablet will shine and display the following passage when picked up.


------------------------------------------------------------------------

4-4 CLAIR DE SOLEIL
P-rank Requirements
  • Time: 02:45
  • Kills: 4
  • Style: 2,500



Level Summary
  • Second and the LAST encounter with V2.
  • First boss level with normal enemies in it.
  • Whiplash is obtained upon splattering V2.

The Whiplash is the third arm and is not switched between, but instead has a separate keybind from the other two. (By default) The Whiplash functions like a grappling hook/slingshot, hooking on to things and pulling you towards them, or pulling them towards you depending on their weight. The Whiplash has a major con of replacing missing health with hard damage, although this negative is negated with "ULTRAKILL" style ranking, as this removes all hard damage when active.

Challenge
"Reach the boss gate in under 18 seconds"
To achieve this you'll need to have obtained the Whiplash. Once you have the Whiplash, you can use it through the first door on your right, grabbing the skull that was locking the door. This allows access to a shortcut that gets you to the boss gate much quicker.


Secret Unlock / 4-3 Tablet Puzzle
To find this normally, you would have to do what the tablet in in 4-3 says to do. e.g

This opens the door straight from the entrance of the level, if you don't understand the tablet is saying, then what it wants you to do is here.
In the first room to the right, (Same one as the challenge) there is shallow water, if you shoot this with the Electric Railcannon it will open door next to this room.

Behind the door is a large room with the Nailgun Alternative, the Sawblade launcher.

The Sawlauncher shoots Saw-Blades that bounce off surfaces and orbit around magnets, the Sawlauncher just like the Nailgun has an Attractor, Overheat and Jumpstart variant.
The Attractor variant has the Magnets which function identically and shoots Silver Saws that deal extra damage and have more durability than regular Saws, however only ten Saws can be launched before having to "recharge" more Saws.
The Overheat has infinite Saws but gains Heat each shot making it fire slower, and more inaccurately; it also of course has a Heatsink that can be used to fire a Overheat-Saw which is faster, higher damage, inflicts fire and bounce perpendicular to walls.
The Jumpstart's ability functions identically to how it does with the Nailgun.




ACT II // WRATH: THE DEAD WATERS

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5-1 IN THE WAKE OF POSEIDON
P-rank Requirements
  • Time: 06:00
  • Kills: 67
  • Style: 20,000



Level Summary
  • Introduces Blue Hookpoints, which maintain momentum when you un-Whiplash.
  • Almost entirely underwater.
  • Introduces Sentries which are snipers that, that ground themselves so they're unknockable.

Challenge
"Don't touch any water."
This challenge may seem impossible at first, but just like 0-3 and 1-2, there's a trick to it. Removing most of the water, to do this you will need to remove 3 Valves panels that all appear in the first room of the level.

These can be found in crevasses at these locations, a small ledge to the left of the entrance door, behind the wall facing the entrance, and facing away from the tunnel with the Green Hookpoint. Once all 3 have been destroyed, the water level will significantly making more than possible to succeed in the challenge.

Secrets

Secrets 1/5
Where the Blue Hookpoint is with void-out underneath, there is an Orb below where you come from.


Secrets 2/5
In the main room, there is an Orb in a collapsed tower below the middle Skull door.


Secrets 3/5
In the left Skull room, there is a large platform above the water with a Blood Orb on it. Upon collection it will lock you in with gates and spawn 2 Cerberus.


Secrets 4/5
In the middle Skull room there is an Orb in the water, underneath the path that leads to the skull.


Secrets 5/5
Near the end of the level, where the jump-pad is, there is a breakable vent on one of the overhangs that.



Entrance to Secret Level 5-S
The Entrance to 5-S is located at the same place as the 5th Orb. However, it needs to be unlocked by draining the water via the Valves, and then the giant bell can be hit in first combat room which will unlock the door to 5-S.

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5-2 WAVES OF THE STARLESS SEA
P-rank Requirements
  • Time: 04:30
  • Kills: 37
  • Style: 10,000



Level Summary
  • Introduces Idols, demons that protect other enemies that must be destroyed with melee.
  • Has a boss fight with the Ferryman at the end.

Challenge
"Don't Fight the Ferryman."
The Ferryman fight is skippable by giving them a coin, if you do that they'll give you access to the next level.
Secrets

Secrets 1/5
On an island far from the main area to the left, to get here you can slide on the water.


Secrets 2/5
Underneath the walkway to the first cabin.


Secrets 3/5
On top of the hallway after the Idol introduction.


Secrets 4/5
On the opposite side of the Cabin of the Blue Skull, is an Orb. To get in you will need to get through a gap where it would be connected to the building.


Secrets 5/5
On the opposite side of the boat from the Ferryman, there is a Blood Orb however it does not spawn enemies nor is it dangerous to get, unlike most.
ACT II // WRATH: THE DEAD WATERS (Continued)

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5-3 SHIP OF FOOLS
P-rank Requirements
  • Time: 08:00
  • Kills: 120
  • Style: 30,000



Level Summary
  • Has the second Dual-Skull door.
  • Rocket Launcher is obtained and given a short tutorial at the end of the level.

The Rocket Launcher is a weapon that fires rockets (suprise!) that explode on contact on enemies, otherwise they only create a shockwave that knocks enemies back. It has 3 variants the Freezeframe, the S.R.S and the Firestarter. The Freezeframe is obtained in 5-3 and the S.R.S and Firestarter from the Terminals both for 75,000 P.
Challenge
"Don't touch water."
To do this challenge you will have to open the door by placing both the Skulls on the Dual-Skull door, which will allow you to skip the last room which requires touching water.
Other than that, the only large problem is in the hallway before that, where you have to make a blind jump around a corner without touching the water. For that I'd recommend Dash-jumping from the furthest and left most room wall, then wall jump and then dash into the doorway.

Secrets

Secrets 1/5
On the Blue Skull route, in the room with 2 Cerberus and Maurice, there is a Blue Door that unlocks after the Blue Skull has been placed down at the Dual-Skull door.


Secrets 2/5
Behind the door where you get the Red Skull, to open requires break a small grey node above the Pedestal.


Secrets 3/5
A secret door will open up at the middle of the intersection near the Dual-Skull door once both Skulls have been placed.


Secrets 4/5
On on the area above where the Dual-Wield power up would be. (Only appears after the Ship has been flooded.)


Secrets 5/5
In the hallway with a Cerberus, in the middle room to the left, there is an Orb above in a hole. (Only appears after the Ship has been flooded.)



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5-4 LEVIATHAN
P-rank Requirements
  • Time: 02:10
  • Kills: 1
  • Style: 5,000



Level Summary
  • You start in the water and then ascend to fight leviathan.
  • That's it.

Challenge
"Reach the surface."
This challenge can be done quite easily via Rocket-Riding up as the rocket never starts losing height under-water. Slam-Storage also works but it takes a while to hit the ground so it has to be executed well.





ACT II CRESCENDO // HERESY: THE CURSED CITY

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6-1 CRY FOR THE WEEPER
P-rank Requirements
  • Time: 06:20
  • Kills: 91
  • Style: 27,000



Level Summary
  • Act II "Crescendo."
  • Swordmachine becomes a normal enemy.
  • Gabriel speaks before the final encounter.
  • Double Hideous Masses in the final encounter.

Challenge
"Beat the Secret Encounter."
For this challenge, see the Secret Encounter section below Secrets.

Secrets

Secrets 1/5
Next to the door that leads to the Red Skull, there is a small ledge in the lava with an Orb.


Secrets 2/5
In the first hallway after the Red Skull, there is a gap in the wall that has an Orb.


Secrets 3/5
Underneath the first arena in the second half of the level is a Golden Orb.


Secrets 4/5
On the roof of the hallway Gabriel speaks to you in, is a Blood Orb. Upon pickup it will spawn a Mindflayer close to you, a Maurice mid-distance away from you and a Sentry far away from you.


Secrets 5/5
Above the entrance door to the final arena, is an Orb.



Secret Encounter
To access the Secret Encounter you'll have to get to the Pedestal where you put the Red Skull and open the door, but as you go down take back the Skull. Now, a Red Skull pedestal can be found on top of the first building which will spawn the Secret Encounter upon placement.


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6-2 AESTHETICS OF HATE
P-rank Requirements
  • Time: 01:50
  • Kills: 0
  • Style: 3,000



Level Summary
  • The 2nd P-Door is found here...
  • 2nd encounter with Gabriel.
  • Act II "Finale."

Challenge
"Hit Gabriel in the ceiling."
For this challenge you want to get him to the edge of his second phase, then get up to the ceiling. Once he follows you up, get him into the next phase and knock him up into the ceiling.


P-Door Location
The P-Door is located to the right of the entrance to the final staircase that leads to Gabriel.




ACT III // VIOLENCE: THE 3 RINGS OF AGONY

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7-1 GARDEN OF FORKING PATHS
P-rank Requirements
  • Time: 06:40
  • Kills: 52
  • Style: 17,000



Level Summary
  • Introduces Mannequins, which are fast, crawl on walls and fire homing Hell Energy.
  • Has a fight with the Minotaur at the end.

Challenge
"Beat the Secret Encounter."
Details below "Secrets."

Secrets

Secrets 1/5
Above the first door to the right there is an Orb.


Secrets 2/5
Underneath the floor where the α Button is.


Secrets 3/5
In the room after where the Minotaur tramples over the Mannequins, there is an Orb in the water, in a small tunnel, under where the Maurice spawns.


Secrets 4/5
On the roof of the final arena before the tram section, is a Blood Orb. Upon collection, it will spawn 2 large Cerberus' that have extra health.


Secrets 5/5
Go to where the Minotaur comes from to trample the Mannequins, and go over the pit where there is a path, going to the left will lead you to the Orb. And a hint for the Secret Encounter ;)


Secret Encounter
To access the Secret Encounter, you need to place the Blue Skull on the Mannequin corpse which the Red Skull was found on. Once that has been done, a door opens inside that room that leads to the Secret Encounter.
Once the Secret Encounter has been defeated, it will spawn a Tablet with the following passage.


------------------------------------------------------------------------

7-2 LIGHT UP THE NIGHT
P-rank Requirements
  • Time: 07:15
  • Kills: 35
  • Style: 18,000



Level Summary
  • Introduces Yellow Hookpoints (I'll call them Gatepoints) that temporarily activate something, usually doors, when Whiplashed.
  • Introduces Guttermen, heavy mini-gunners that shield can only be broken via Knuckleblaster.
  • Introduces drop-pods that fall from the sky and spawn enemies.
  • Introduces Guttertanks, along with their Landmines.

P.S - Say goodbye to Big Ben!

Challenge
"Don't kill any enemies."
The challenge is so complex that I've moved it to the bottom for convenience.

"Whiplash Speed-check"
Throughout the level, there are 3 points where you have to do a small section with the Whiplash while avoiding the void-out below you. At all 3 of these points, the first Gatepoint will open another door at the end of the section which have Slabs labelled I, II and III respectively.

The reward for activating all of these is listed at the start of the next section with spoiler tags, due to steam guides 8,000 character limit per section. (Note: not all the Slabs have to be activated in the same level instance.)

Secrets

Secrets 1/5
On the 2nd Whiplash segment, there is a path with an Orb at the end behind the 2nd Gatepoint.

Secrets 2/5
Behind a door that is located between gate "3" and "4" (by the gate control panel) but will only open if gate 3 is closed.


Secrets 3/5
On the far corner of the map, above where the Tram exits the underground, is a building with a Blood Orb in it. Upon collection, an Insurrectionist will spawn from very high above.


Secrets 4/5
Inside the building that's next to where you fight 2 Guttermen, can be accessed through a hole in the roof.


Secrets 5/5
Underneath the railway entrance to the building with the Payload.



THE CHALLENGE.
Okay so this is going to be a long one, most of these steps don't have to be done in this order but it'll be easier if you do.
1. Start
First of all just skip the Gutterman at the beginning, despite having the health bar it is completely optional. Next off skip the trigger for the first encounter, (don't even get near the arena) this can be done by getting over the blood river.
(This next part is optional, and only exists on how to do the final room.) Now go to where the Tram would exit out the tunnel, and go through a door that is not normally open, in here there is a book reads the following passage:

2. Getting the Payload
Once you've done that, (or just read the passage) make your way to above where the gate control is, there is be a cross marker to indicate that there is an entrance into the gate control room.

From here, take the Tram to the Payload building however, avoid spawning the Guttermen on the way there, (not neccessary, just they're annoying later) you can do this by jumping off the Tram before entering the arena, and then going around. Now to skip killing the Guttertanks you'd normally have to kill to gain access to the Skull. You can skip this however by breaking the top of the Skull's cage.
3. Challenge Finale
After that is done, you can now explode the Payload (ignoring the Guttertank and Man) and into the final room. To do the final room, you must follow the code on the book from earlier. The way this works is: Every time you get a choice to turn, turn in the direction of where it tells you to. However I have also created a (♥♥♥♥) map for this room on where to go, the bottom is the entrance, the top is the exit.

And once that's finally done, the level is over. (Damn that was a lot.)
ACT III // VIOLENCE: THE 3 RINGS OF AGONY (Continued)

7-2 SLABS REWARD
Inside the building next to where your Tram is stopped and you fight 2 Guttermen, there is a door with I, II and III written above. Once all 3 Slabs have been pressed the door will open with a cave behind it. At the end of the cave there is an unknown machine's corpse, which holds the Alternate Shotgun.

The Alternate Shotgun (Don't know a better name for it yet) is a weapon that creates a blast in front of you with a large wind up to it's attack, unlike all other weapons which fire almost instantaneously.
The main gimmick of the Alternate Shotgun is that it has 3 different power levels that increase damage, these levels go up depending on your current speed. If a successful hit is landed at max power, it will temporarily leave the gun disabled, however this can be circumvented by switching variants.
The Core Eject variant instantly fires the Core but with almost no force, the Core also functions similarly to Coins in that it's momentum and trajectory is dependent on yours. The Core can also be hit by the primary fire to turn it into a hitscan.
The Pump Charge increases the damage it deals with each pump, and will explode if used at max charge.
The Sawed On variant functions identically to the Shotgun's Sawed On variant.



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7-3 NO SOUND, NO MEMORY
P-rank Requirements
  • Time: 07:15
  • Kills: 60
  • Style: 13,000



Level Summary
  • Introduces "Blood Trees" that spawn clones of enemies that need to be defeated to feed them, and usually unlocks a door upon being fed.
  • In the second half of the level, enemies will attack each other.

Challenge
"Become Marked For Death."
On the tunnel where the first encounter with enemies attacking each other takes place, there is a interact-able screen alongside a Red Crystal (This is only present before activating said encounter, as it is destroyed by the warheads when it starts.) that asks "BECOME MARKED FOR DEATH?" Doing so will smash the crystal, andmake all enemies aggro onto you for the remainder of the level. Unless you return to a checkpoint from before you became Marked For Death

Secrets

Secrets 1/5
Can be found underneath the door to the right of the first Blood Tree, it can be obtained by going through a small door to the right of the staircase leading to the Blood Tree and then following a ledge into a drain.


Secrets 2/5
A Blood Orb is found past the wall next to where the sentry spawns, in the arena with Strays, Schisms and Soldiers. Upon collection it will spawn a Hideous Mass in the centre of the arena.


Secrets 3/5
Found behind the right door of the first 2 set of doors in the level. It has to be accessed from behind, where a large pit of branches lies next to the exit door from the 2nd Blood Tree.


Secrets 4/5
Found on the roof of where the 2 Streetcleaners appear from around the corner.


Secrets 5/5
Found in a small gap beneath the stairs inside the room with the 2 Mannequins.



Entrance to Secret Level 7-S
The Secret Level's entrance is first hinted at from the Tablet rewarded by the Secret Encounter in 7-1. As to what this Tablet is referring to is the vines that block one of the doors at the very start of the level, where "FEED IT" is painted on the wall. The vines can be burned down with either 2 attacks. Streetcleaner fire, and Virtue beams. So you'll either have to lure a Streetcleaner from the 3rd Blood Tree location, or jump cross the map with an enraged Virtue on your tail.




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7-4 ...LIKE ANTENNAS TO HEAVEN
P-rank Requirements
  • Time: 05:30
  • Kills: 32
  • Style: 16,500



Level Summary
  • The entire level involves scaling, and defeating the 1000-THR Earthmover.
  • Functions completely differently from every other X-4 level.
  • Consists of 8 segments, getting to leg height, scaling round it, moving through the city buildings, fighting the Security System, escaping the flooding, ascending to the brain, fighting the brain and then escaping the critical failure.

Challenge
"Don't fight the Security System."
To get past the Security System without having to fight it, you'll need to use the Electric Railcannon on a electrical coils to power that reside on a crane, that is on top of building nearby the Security System. Once the coils have been activated, the crane will swing, smashing a hole in the Earthmover, allowing access inside skipping the Security System.





End of Guide.
Well that concludes what is in the game currently, will I update this guide in the future? Maybe.
As for now, I'll probably make dedicated guides to Secret Missions and thePrime Sanctums some time in the future.

Edit: Updated Guide to match with the "FULL ARSENAL" update.




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26 Yorum
Ozman 10 Mar @ 17:34 
A nice extra bit of information to add for the challenges would be whether or not a full mission restart is required if you fail it, like the touching water one.
Lilith  [yaratıcı] 24 Şub @ 21:35 
I have a lot of work to do... (Oh no)
FiSH-ASS 24 Şub @ 16:35 
(no pressure of course)
FiSH-ASS 24 Şub @ 16:34 
encores when
NukesAreInsane167 10 Şub @ 14:41 
*AHEM* minimum spoilers, tells you every single detail of the level. Still this is very good! Thanks!
kohlrion 19 Oca @ 13:55 
wait isnt there skull in the prelude somewhere
Zephyr 23 Ara 2024 @ 18:18 
Nice guide, :steamthis:
Pongwon 15 Eki 2024 @ 19:03 
I've done it
Now what?
Volca 4 Eki 2024 @ 9:35 
ACT II // WRATH: THE DEAD WATERS 5-3 SHIP OF FOOLS

Secret 1/5

"On the Blue Skull route, in the room with 2 Cerberus and Maurice, there is a Blue Door that unlocks after the Blue Skull has been grabbed"

The blue skull needs to be placed, not just grabbed. :)
Shah 30 Haz 2024 @ 19:33 
The fact that you made it this concise is insane