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DEBUTED IN 0-1: INTO THE FIRE
Fragile, spawns in swarms to overwhelm the player.
Runs towards the player at a fast pace, stopping to lunge at them if close enough.
Stays still if the player is on top of them.
On Brutal and above, Filth will leap into the air to attack if the player is airborne.
DEBUTED IN 0-1: INTO THE FIRE
Throws an energy projectile at the player.
On Brutal and above, Strays will attempt to slightly predict the player's trajectory.
DEBUTED IN 0-3: DOUBLE DOWN
Shoots energy projectiles in vertical and horizontal motions.
Health pool and strangely-placed weakpoint make Schisms difficult to kill.
DEBUTED IN 2-2: DEATH AT 20,000 VOLTS
Shoots a hell energy projectile at the player, with 3-5 smaller shots being fired alongside it.
Heavily resistant to explosive damage when grounded.
Will kick the player if they're too close.
BOSS OF 2-4: COURT OF THE CORPSE KING
Attacks using lumbering punches and palm strikes that can also be parried, yielding the + Down to Size style bonus.
In Phase 2, Parasites will erupt from Minos' eyes shooting both homing and standard projectiles at the player in addition to previous attacks.
On Standard, he will spawn black holes in phase 1 that disappear in phase 2. They apply 99 Hard Damage on contact.
On Violent and above, he will also spawn black holes in phase 2.
DEBUTED IN 4-2: GOD DAMN THE SUN
Splashes other enemies in sand, preventing the player from regaining health from them.
Kills itself in the process of its sandblast.
Sandblast is smaller if killed directly, and has low vertical reach.
Doesn't attack the player directly unless there are no enemies.
On Brutal and above, Stalkers do not kill themselves upon sandblasting.
DEBUTED IN 4-2: GOD DAMN THE SUN
Slow, persistent enemy with far-reaching attacks
Uses a dead Malicious Face as a flail to attack the player.
High-priority enemy that can catch unattentive players off guard.
DEBUTED IN 5-2: WAVES OF THE STARLESS SEA
Agile enemy that's difficult to parry at close range and mid-range.
Demands full attention and fast reflexes from the player.
Uses lightning strikes when far away.
DEBUTED IN 0-2: THE MEATGRINDER
Drops the Shotgun at 50% health.
Phase 1 attacks include sword swing combos, a shotgun blast, and a lunging swing.
Phase 2 attacks include a blade throw, orbital swing, and both lunging and combo swings.
Staggers for a significant amount of time when parried or dropped to 50% health, allowing for free and easy damage.
Enrages when its sword attacks are parried, losing the use of projectile attacks in this state.
All attacks are easily parriable.
DEBUTED IN 1-1: HEART OF THE SUNRISE
Hovers around, shooting horizontal clusters of projectiles at the player.
Upon death, will initiate a Suicide Dive, detonating upon impact with anything.
DEBUTED IN 1-2: THE BURNING WORLD
Attacks the player with an unparriable flamethrower.
Can dodge projectile attacks, and parry Cores and Rockets.
The gas canister on the back is a weakpoint that, upon hit, causes the Streetcleaner to detonate, killing it instantly.
BOSS OF 1-4: CLAIR DE LUNE
Mimics the player's movement and arsenal.
Switches between four movement patterns depending on its distance from the player.
Enrages if the player constantly distances themselves from it.
DEBUTED IN 2-3: SHEER HEART ATTACK
Teleports around and to the player sporadically, shooting the player with a cluster of 5 homing projectiles.
Alternatively charges up and shoots a sweeping energy beam that attempts to predict player movement.
Will swipe at the player with its tendrils if they get too close.
Explodes on death.
BOSS OF 4-4: CLAIR DE SOLEIL
Utilizes the Marksman Revolver Marksman Revolver and the Overheat Nailgun Overheat Nailgun.
Enrages if punched with the Knuckleblaster.
DEBUTED IN 5-1: IN THE WAKE OF POSEIDON
Will dig its legs into the ground before charging up for a perfectly accurate hitscan shot.
Can be interrupted by shooting its antenna or launching it in the air.
Will kick the player if they're too close.
DEBUTED IN 7-2: LIGHT UP THE NIGHT
Constantly fires a hitscan chaingun, tracking the player with greater accuracy over time.
Possesses a Shield that passively reduces damage taken and can fully block attacks.
Will punch the player with fist/shield when close, resetting their tracking accuracy.
Shield can be broken with the Knuckleblaster or Impact Hammer.
Shieldless Guttermen no longer have passive damage reduction and can be parried when they punch, but have improved accuracy.
DEBUTED IN 7-2: LIGHT UP THE NIGHT
Fires rockets at the player, predicting player movement.
Will quickly punch the player if close enough. The initial punch cannot be parried, but if the punch misses, will stagger and become vulnerable to a short parry window.
Periodically stops to lay down a Landmine.
BOSS OF 7-4: ...LIKE ANTENNAS TO HEAVEN
Has lasers that circle the Brain and cannot be dashed through.
The lasers have holes in them that can be passed through to avoid damage.
Will fire giant Seeker Orbs at half health, which can be parried.
Will put up an Idol shield after enough time.
On Violent and above, the Brain will fire the giant Seeker Orbs from the start
DEBUTED IN 0-1: INTO THE FIRE
Shoots volleys of hell energy projectiles.
Occasionally charges up an explosive hitscan beam.
DEBUTED IN 0-5: CERBERUS
Throws an explosive glowing apple at the player at incredible speeds, which can be parried with the right timing.
Will dash towards the player to close the gap.
Will stomp the ground to create a large shockwave.
Will enrage if another active Cerberus dies while it is alive.
DEBUTED IN 1-3: HALLS OF SACRED REMAINS
Has two different form variations constantly switching around (Upright, Laying).
When Upright, lobs 2 large explosive projectiles into the air and slams the ground creating a horizontal shockwave. This slam transitions to Laying.
While Laying, it claps its hands to create a vertical shockwave and shoots a harpoon from its tail that greatly reduces your mobility if it hits.
When at low health, it flips upside down and frantically attacks with explosive projectiles. On Brutal, it can still shoot its harpoon.
Due to its strong, ceramic armour, only its underbelly and tail can be damaged. Otherwise, attacks will simply bounce off.
DEBUTED IN 5-2: WAVES OF THE STARLESS SEA
CANNOT BE GRAPPLED
Can bless a singular enemy, making said enemy invincible to all damage except environmental hazards.
Can only be killed with melee attacks (e.g. Punch from the blue and red arm), cancelling the effect.
BOSS OF 5-4: LEVIATHAN
A long, serpentine demon.
Fires an intimidating volley of projectiles.
Lunges towards the player to push them off the platform.
Swings its tail at the player.
Will use its head and tail simultaneously during its second Phase.
DEBUTED IN 7-1: GARDEN OF FORKING PATHS
Incredibly quick and agile; can hang onto walls and ceilings.
Can either skitter up to the player to melee attack them, or shoots a singular homing projectile.
DEBUTED IN 7-1: GARDEN OF FORKING PATHS
FIRST PHASE
Very hard to heal from due to the terrain of the fight.
Can destroy trams with its Hammer.
New trams will have a Stray Stray on them which can be useful for healing.
Can cover trams in acid, damaging anything on them.
SECOND PHASE
Will do a four-swing combo with its Hammer.
Will slam its mace into the ground, causing two explosions: one normal and one red.
Rips out a chunk of its flesh to spawn two types of acid fields: a spherical floating field and a flat ground field.
Difficulties vary the damage acid does.
Stampedes after a few attacks. This can be parried to deal large damage.
BOSS OF 3-2: IN THE FLESH
Becomes briefly vulnerable between phase transitions, allowing quick damage from the player until either on the ground or kept airborne due to damage dealt from weapons. ( Nailguns and the Screwdriver Railcannon)
On higher difficulties, summons an encircling blade shield, dealing rapid damage in close contact.
Often taunts in between waves of attacks, causing him to be left open.
FIRST FIGHT - THE JUDGE OF HELL (3-2)
Uses multiple light-based weapons for quick combos to get close to the player.
Throws an explosive light spear at the end of a combo
Teleports behind the player for a ground pound.
DEBUTED IN 4-1: SLAVES TO POWER
Summons a beam of holy light on the player's location.
Will enrage after a set number of attacks, making its beams predict player movement.
Drops its core on death as a parryable, non-damaging explosive.
BBOSS OF 6-2: AESTHETICS OF HATE
SECOND FIGHT - THE APOSTATE OF HATE (6-2)
Starts enraged.
Doesn't teleport to the player until phase 2.
Uses slow powerful combos with his swords.
Despite being easier to parry, he is a lot more aggressive and technical; strategy is key to defeating him.
BOSS OF P-1: SOUL SURVIVOR
Summons eyeball and Malicious Face minions that will fire laser or malicious beams at the player.
(Indicated by a colorful flash) It will cycle between different states where it will either:
Fire blue spiralling homing projectiles, similar to Mindflayers. (BLUE)
Tracking holy beams that cover a lot of ground, similar to Virtues. (WHITE)
Tracking black holes, similar to TCoKM. (PURPLE)
Contains Minos Prime, and will free him upon death.
BOSS OF P-2: WAIT OF THE WORLD
Summons yellow eyeball minions (that prevent healing) and Malicious Face minions.
Similarly to the Flesh Prison, it will cycle between different states indicated by color where it will either:
Uses vertical and horizontal light beams. (WHITE)
Uses tracking mortars. (YELLOW)
Has a homing black hole attack. (PURPLE)
Destroyed by Sisyphus Prime upon its first healing attempt or at low enough health.
BOSS OF P-2: WAIT OF THE WORLD
Quick movement and powerful attacks that are hard to avoid.
Will attempt to teleport behind the player to attack them.
Almost all attacks are parriable.
On Violent or above, at 50% health, has no cooldown on attacks.
When at 50% health on Brutal, he creates the Uppercut Combo explosion after performing Clap and Sumo Combo attacks.
BOSS OF P-1: SOUL SURVIVOR
Slow movement, but fast and powerful attacks that are hard to avoid.
Parriable Serpent Projectile that tracks the player.
On Violent or above, at 50% health, has no cooldown on attacks and most melee strikes cannot be parried.
Heres the 3rf page content.
Return to Main Page?ULTRAKILL:INFINITE HYPERDEATH
9/10 solid album, I hear it often so one note similar and my neurons fry and I start to talk about ultrakill.
this album makes up most of ULTRAKILL's Prelude and most of the music in act 1.
ULTRAKILL: CHAOS/ORDER
10/10 I love this album purely because Mirage's theme is in here. I love mirage!!!!
THis is an additional EP added to act 1.
ULTRAKILL: IMPERFECT HATRED
10/10 Album again, I love act 2. Amazing. Just yay,,
this album makes up most of the music for Act 2
ULTRAKILL: GODFIST SUICIDE
10/10 amazing, I hate layer 7 but the music is SOOO good... its currently the only album for the violence layer that has been released. Subject to change!
Sorry but right now file garden is down! All music/ other mp3 files are down!!
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