ULTRAKILL

ULTRAKILL

Not enough ratings
how to kill encore (0-E)
By IzuIzuke
here;s how to not ultradie in encorekill

also it's catered towards brutal difficulty players, so big hands for a big man
   
Award
Favorite
Favorited
Unfavorite
Big Disclaimer, we have to keep this game fun =v=b
What's up my little robo freaks. Jakita just gave us Ultrakill Remastered edition before Ultrakill: The Game

Ground rules for this guide:

1- Ultrakill is the best video game, and to keep it the best, please take everything in this guide with a grain of salt. There are a lot of fights that I just can't walk you through because of the creative aspects of the combat.

  • I see so many people just use the "easiest and strongest" methods of beating levels and P ranking them and honestly, it's really boring to watch. What I use isn't meta, it will never be. PLEASE EXPERIMENT WITH YOUR KITS AND PLAY THE GAME THE WAY YOU WANT TO PLAY IT.

2- It's just a rough explanation on how to actually complete the new Encore levels with some tech, tactics, and warning signs for optimization.

  • With these first two statements in mind, I will say that some weapons are stronger in a sense and help out a ton with specific rooms. Play ball!

3- All the content is from my point of view, and like all fellow Ultrakillers, I'm a freak. Which inclines me to only play on current hardest difficulty.

  • Brutal is what I'm most used to, so I'll be considering enemy patterns based on this difficulty. It's just a general warning that you don't need to play in the specific ways I'll point out, especially on easier difficulties, where you can make mistakes without being punished like what I did to Gabriel last night


Out of the first two encore levels, this first one representing Prelude is definitely the hardest.
The rooms are all small and cramped during the entire thing, and the few open rooms bombard you with enemies and large AoE attacks.

Here's what I'm putting to the table:

  • My current play style is high movement with spamming my i-frame dashes to charge in and force 1v1 fights with each and every enemy, this can be easily replicated with grappling onto an enemy and charging up the jackhammer

  • Big AoE attacks clear the smaller rooms quickly however you'll be damaged too if you can't dash through the big explosions.
    • Enemy spawns are also quite delayed in between each other so time these strong bomba attacks during each wave in every room
0-E: THIS HEAT, AN EVIL HEAT (FIRST HALF) ROOMS 1-5

INTRO ROOM
Oh hey this reminds me of the time I started up a P-2 run


First fights can quickly wear you down whenever you're trial and erroring the video game, let's get through this quickly.

We get a few seconds to set up in this room. It's cramped but a good practice for fighting with walljumps.

DURING GET UP ANIMATION
Funny things you can do:
1- Saw trap: Place a single nail in the middle and start blasting saws away, although watch out as they might expire before the rock men are able to bleed.
  • After setting it up, walk up to either and toss a couple nickels up in the air. There's just enough time to charge a Piercer Revolver shot and deal massive damage to a single Cerberus.

2- Rockets Blasting: During their get up animation, you can realistically set up 3 Freeze-frame rockets around the area. You can either let them detonate each other by aiming each at a single Cerberus, or my personal favorite rocket tech, make a makeshift nuke by placing one rocket, another rocket slightly behind it, and hitting that second rocket with the jackhammer into the first.

  • More funny info about this interaction, if you have the right timing and angle, the moment you hit the second rocket, you can spawn a shotgun core to hit both at the same time with a single hit.

3- Straight up nuke: After the big, burly men are awake and punchable, do a quick nuke combo by; Throwing out a shotgun core, quickly switching to the Malicious Railcannon AND BLASTING THAT SUCKAAAA

  • For more funny damage and possible annihilation of Dwane and his clones, blast them again with a fully charged Pump Shotgun hit. You can also easily dodge the damage + knockback to yourself with a well-timed dash, I swear it isn't that hard

  • This is also a good intro for the first P-2 room, if I ever get around to making a guide for that

CLEANING UP
Although you won't have the heavy hitting AoE attacks for the last two, again these are just Cerberi..

1- You can use the S.R.S Cannon for a one shot on a single Cerberus by hitting the big, iron, black ball right into one and punching it back into them after the cannonball bounces off.

2- Sharpshooter shots pierce and it helps that the room is very small and square in shape, it's like a New York apartment, so not only can we clear this room, we can make sure that their money isn't being spent well. Ours is though with the power of 25 cent coins! With enough practice and positioning you'll be able to throw coins in front of the red ricocheting shots to keep the chain going. Nice hitstops you got there!

3- Projectile boosts with the base shotgun forme isn't a lot of damage but it can add up, although don't just use shotgun swapping through out the video game, now that's boring.


SPINNING HALLWAY (IT'S COLD FOR NOW)
ONLY 3 ENEMIES?


    CONTEXT
  • 2 Maurice, 1 Gutterman


  • Quick and easy fight here,
    Head towards the checkpoint side while charging up a Sharpshooter shot
    Grapple in close to the Malicious Face and release the shot straight into his dome. The maurice will always start their attack with a single combo of 3 attacks: Burst fire > Burst fire > Big piss laser

    GET TO THE KILLING
    1- Sharpshooter Tech The Sharpshooter alt fire shot will explode any bullets it comes into contact with, ALL OF THEM.
  • With the right angle you can take out both of the Maurice with the same shot as the explosions will cause their burst fire bullets to backfire and hit them, instantly giving them head trauma lasting long enough to hit them with flashbacks of the math midterm exam.

  • All that's left is the Gutterman that spawned on the other end, make him angry by breaking his shield and quickly bursting him down any style you'd like.
    • ALTHOUGH: We can use his corpse for a funny gimmick later on so try to kill him in the middle of the hallway and don't bomb him just yet..

I DON'T HAVE A NAME FOR THIS ROOM
3 enemies^2


CONTEXT
    [The moment you enter the room you'll be jumped by a trio in some sort of tactical formation:
  • Swordsmachine up close, Guttertank in the gap that leads to the back of the room, and our first angel Virtue by the checkpoint at the end.

    TIPS
  • Personally, I don't recommend fighting in the first half of the room with the Swordsmachine up your robo-rear. The pillars create a sense of claustrophobia that isn't fun for aerial movement, plus it doesn't help that you're being slapped in the face with gutter rockets and the light of the dead god.

  • You can rush through the Guttertank with nails and sawblades looking to assassinate God's pawn in the back while the Swordsmachine struggles to catch up. Once the Virtue is dead you can use the nails and sawblades for some quick conduction clean up.


ARENA ONE
Oh I love the snow


    Welcome to the first large room, there aren't a lot of these, take in the sights as it's the easiest
  • There are a lot of enemy spawns here all packaged in a 2 wave fight, here's what you're in for:

    WAVE ONE
  • In said Amazon package of death, the main threats are 2 Malicious Faces that spawn frame one in the middle during the first spawns, these can be taken out with the Sharpshooter method from two rooms ago, just line up and kill!

  • There are a lot of lesser enemies spread around consisting of high fire rate goons, Soldiers, Mannequins, the new Strays, and Drones.

    WAVE TWO
  • Once the two Maurice are dead the second wave starts, with filler enemies and 2 high priority targets: A Virtue and Sentry.

  • They're both near the exit door but the Virtue is placed underneath the Sentry, hiding in the platform below, I'll always recommend taking these out as they enrage in just 3 beam attacks in Brutal.

  • I didn't mention before but Virtues are super frail, hence the glass breaking sound upon death. The fastest attacks that will kill are shots from the Electric Railcannon, a DUNKED ON hit with the cannonball, and the cheapest attack of a maxed pump explosion from the Pump Shotgun.

  • After escaping with another assassination on the second angel of the day, slide out and go for the rest of the goons, EXPLOSION TECHNIQUES GO!

INTERSECTION
Ah, the illusion of choice


  • There are two paths to go from here, both are required but I think the left pathway is more optimal, and easier. Slide on through now.. and get ready for the first Streetcleaner jumpscare


wait what do you mean there's a character limit
0-E: ROOMS 6-11
THE HARDEST ROOM, FOR NOW
♥♥♥♥♥♥♥♥♥ it's cramped


There's only so much you can do in this room, in the fight itself you might as well have a limited amount of jumps with 0 air time. The past few rooms didn't have too much strategy but we can make a few things work here, and on Brutal, they're necessary.

  • As the fight starts, an idoled Maurice will start gunning you down frame one. There's very little room to avoid it's shots so the only real option is to constantly parry them back.
    You're free to keep dashing around as long as you keep parrying. Essentially, you'll be getting free dash resets due to this.

  • While you will be getting a lot of opportunities to dash around like the metal mosquito you are, it's not enough to dodge the enemies to come. Suggestion: While you're on the ground slide around for faster momentum and jump to dash around to have better control while you're being swatted around

  • During your planned death parade, lesser enemies such as Strays and Mannequins will put the real damage onto you while you're moving around to avoid the big man in the sky. Eventually a Cerberus will wake to be your fly swatter and displace you. Assume kill tactic to not let that happen.

  • After you killed all the smallfry, a Swordsmachine will bust through the bars and create an opening to the idol. Let's get rid of it first, shall we?

  • Things not to do:
    • Ignore Maurice, he's god, but he will be dead soon
    • Don't use coins, you killed capitalism on Layer 9, most of the shots will be targeted towards the closest enemy, which in most cases is the invincible enemy in front of you

RIP N' TEAR
I feel like you really only have explosions and conduction to work with in this room..

1- Conduction: The fight is pretty long, the Overheat and Jumpstart formes of the Nailgun can get a lot of use here. Using the Railcannon for Conduction proc will be more like a lifeline here, and a quick burst for the Swordsmachine and tormenting Maurice at the end.
  • Did you know you can use Freezeframed Rockets to conduct electricity through? Careful about their positioning and they can just be walked into by enemies.

2- Bombing: Please only use fast to activate explosions here, taking too much time to set up a nuke will just get you burst down. Although you're free to try, hell could always use some fresh blood.

  • Using explosions isn't the fastest option but it can get all the bullets coming your way to backfire and hit enemies off to the side.


ICE HALLWAY
ICE PHYSICS IN MY MOVEMENT SHOOTER!?!?


At the bend 4 Drones will spawn, take care of them quickly will you?
I swear the ice isn't that bad to deal with, it's the only time we have it in combat anyways..


RED SKULL ROOM
The new models still feel uncanny to me


In this room 4 Malicious Faces will spawn on each corner of the room, starting off wave 1 out of 2.

WAVE ONE: THIS HYDRA HAS 4 HEADS
1- Nah, I'd solo: You know of the Sharpshooter strat now let's do what we in the business call forcing 1v1s.
  • After dealing damage with the Sharpshooter intro, we can use the Jackhammer to start brain leakage all over the room.
    • By grappling onto an enemy, charging up a Jackhammer hit, releasing that grapple right before running into the new victim, and +BLUNT FORCEing them, we get a max damage output instantly killing Maurice and his dreams.
      This can work on Sentries too but you'll need to add a Knuckleblaster punch into the mix to get the job done.

2- Hammering in Nails: A lot of enemies in Ultrakill have weaknesses to certain effects, as well as resistances. Nails do an extra 150% of damage to the stupid ah rocks. While ground slamming does 200% more than it usually does.
  • Start by flying around, either spreading nails around or focusing on a single Malicious Head. A full charged Overheat Burst will most than likely take on down if it eats enough.
    • Finish them off by quickdrawing to a shotgun blast or crush it with ground slamming

WAVE TWO
  • After one Head has been killed, 2 stalkers will spawn. If you like healing they might be a problem, although I still suggest prioritizing the last 3 Maurice.

  • Once three Heads are down, a Guttertank will spawn in the center of the room, being fast with the kills on the last Malicious Head will essentially isolate it with the Stalkers.

    • A Guttertank is really predictable with it's attacks:
      • If you're mid-long range, it'll fire a rocket that will automatically explode in close range to you
      • Getting close will have it punch you away, don't recommend unless you're going for a +SLIPPED, that's kinda funny
      • Ignoring it may have it place a parryable landmine
      I swear it's not that hard to deal with


INTERMISSION
Ice, ice, baby


Grab the skull, head straight into the room to place it into it's altar, head back out and towards the door down the end of the ice river.

Go through the door on the right, up the staircase, and you'll find yourself back at the intersection.

Last time we went to the left door, now, let's go through the left door. NEW AREA TIMEEEE


AVALANCHE
Most average Canadian summer


It's a small arena with only a handful of enemies:
1 Virtue, 2 Mannequins, 2 Streetcleaners, and 2 Malicious Heads

Only thing to note about this room is that all but the Malicious Heads will spawn once you enter the room, but once the Virtue is killed off, they'll spawn in the middle of the room
  • The gameplan is simple; run towards the corner the Virtue is hiding in, and start chaining Sharpshooter shots into the wall. The Mannequins and Streetcleaners will followup behind and will tank the damage as well.

LOCKER ROOM/RADIANT INTRODUCTION
I'm not gay but..


The hallway between the last room and the next major room contains the rare "Mannequin Jumpscare", as well as another Guttertank in small room trope.

Keep going up into the next room and find an enemy that will ignore the [Disable Enemy Spawns] cheat

Radiant Miniboss
If you've never gotten to Wave 25 in the Cybergrind, I know you skipped to this point for spoilers about the Encore levels. Shame, go play the video game first.

  • You'll encounter a Radiant Swordsmachine in this room. Radiant enemies have increased health, damage, and animation speed. This includes movement and frequency of attacks.

If you aren't used to the fast fights already, it's time to learn. Move fast, and react faster. Good luck!!
0-E: ROOMS 12-14
HEATING UP
Let's pick up the pace


CONTEXT
    Heading down the hall a Radiant Gutterman will burst out the wall, it has more health than the enemies before so you won't be able to burst it down quickly, unless you have some tech I don't know about :Susge:
  • Off to the side 3 Soldiers will spawn applying small amounts of chip damage to you while you cut through the Gutterman. You can block their line of sight of you with the pillars to your left

YOU ARE DEATH'S SUPPLIER
I actually do have tech to burst big man down.
  • Let's break it down in steps

1- Sharpshooter Through the Needle: While you're entering the room, charge up a spin. Slightly aim to the left, if you're precise you can pierce through the Gutterman's body, and the shot will quickly bounce back and forth of the wall behind and the big ah shield it's carrying.

  • After you dealt the intro to the combo, break it's shield with a Knuckleblaster classic. Now start backing up a bit for the next part.


2- Chained UltraRicoshot: While you're walking back, flick up and throw a coin into the air. Flick back down and start walking a bit, then following up with another coin toss. Once you see the second coin pass through the body of the Gutterman, shoot that coin with the Electric Railcannon and watch him fall.
  • You can use the Piercer Revolver's alt fire to shoot the coin but it does take a while to charge. See if you can pull it off =v=b


INTERMISSION (AGAIN)
Dude, you should watch Ichellor's and DumAvent's Ultrakill Animations


We're back at the ice river, grab the skull for delivery. The door to go to is at the end to the right, there's prep work to do
0-E: THIS HEAT, AN EVIL HEAT (SECOND HALF)
HOTHOTHOT ARENA
I MEANT HEATING UP FIGURATIVELY


Once you submit the last skull, the heating generator starts and hell is reignited.
  • There's a new timer shown at the top called Heat Resistance, once this reaches 0%, you'll start slowly taking Hard Damage that can't be removed through style. Look for cooling chambers to shield your body from the Arizona heat
    • These cooling chambers have breakable glass doors, so you can quickly run through if you want to shave time off at a price

CONTEXT
There will be a slight pause as the atmosphere changes around you, so there's ample time to prep yourself and start setting up a Sawblade trap.

  • After the wait, 4 Radiant Drones and 2 Swordsmachines will spawn all around the room. Killing the 2 walking anime protags will spawn 4 Strays in the corners of the room.

SET THE SEAS ABLAZE

1- Trapsetting: While the complex is changing around you, you can set up a sawblade trap to start chip damage on the Swordsmachines.

2- AoE Bursts: Conduction & Bomba: The Swordsmachines will spawn on the left and right sides, we can start off a combo with an UltraRicoshot burst, pick a side and start blasting.
Or if you're up to it, why not destroy the robo-RATS with a nuke.

  • This is the point where the fights get more spacious and harder. Think of this as an introduction to true speed.

RED SKULL ROOM, AMPED UP
Straight ahead


The next 3 rooms aren't required to beat the level, you can take the door on the left of the now lava river and up the stairway to skip this
  • It's still very much required for P-rank

CONTEXT
Walking in, 2 Radiant Malicious Faces will spawn on the sides, still very killable with the sharpshooter. After killing them a small handful of Soldiers will spawn and try to clean you up.
  • Just worry about avoiding damage from the rainbowfied rocks for brains so you won't be swept by the incoming Soldiers.

CULLING FOR P-RANK
1- Reminder: Get close to a Maurice > Parry first few shots > Sharpshooter alt fire > Win with bomba


BIG FAN
Was this foreshadowing?


CONTEXT
    A single Mindflayer spawns here, that's it. The main threat is the lack of good footing due to the stairs and spinning abyss.
  • Most likely your Heat Resistance will be low and you'll start taking Hard Damage, just don't take damage PEPEGA
    • At the top of the room there's a cooling chamber to regain that sweet, sweet, cool air. I've never actually entered it without killing the Mindflayer first, so I don't know how that'll go..

SWATTING THE FLY
1- Drill Burst: If you have the Railcannon charged up, snipe that chick. She'll stay in place and you can attach a magnet to her and a nearby wall to start shreding her with nails, saws, and +FISTFUL OF DOLLAR
  • During the combo you can Feedbacker punch the Mindflayer to have the drill deal all it's intended damage at once. This trick also transfers the drill to any enemy behind the holder! (Not like there's any enemies in this room anyways)
    • In reality, you don't actually need the drill to initiate the combo, it just keeps the Mindflayer in place. If you stick close enough, you can just shred it with your own personalized combo!


THE DIFFICULT ROOM ISN'T HARD ANYMORE
Haha conduction go brrrr


A bunch of lesser, fodder enemies will spawn here. +1 Stalker in the back for good measure. Any good AoE clear will work just fine. Just watch out for their burst damage as all of them are Radiant boosted.

  • Some of the enemies include Radiant Soldiers. In Brutal, they do a combat roll which lets them cover all the way across the room with the boosted speed. They can't be knocked back during this animation so move out of the way.
  • Watch out for the Stalker in the back. You already have too much Hard Damage stacked up.


HYDRAULIC PRESS
This is so satisfying


There's a large delay in between the crushers, so don't worry too much about being flattened.

CONTEXT
Getting to the end of the hallway, a Virtue will spawn right in front of you, as well as a Virtue from your starting point. Assuming you went the optional 3 extra rooms.

SPEEDRUN
Do a dash boosted jump straight through the hall while charging up a Sharpshooter shot. The moment you come in contact with God's jewellery project, fire.
  • The shot can be disrupted by the crushers closing, quickly turn around to check if the Virtue from behind got taken out. Hitscan weapons can keep you safe from running back in.


ARENA ONE +DLC
Now with more danger!



1 Gutterman, 4 Mortars, 2 Rocket Launchers, 2 Virtues

CONTEXT
The ACTUAL hardest room in the level

Pretty much everything spawns all at once, lock in or you're restarting the whole level again.
NOTE: More enemies will spawn to replace the ones you've already killed, you won't get a break.

I DON'T WANT TO DIE.
I DON'T WANT TO DIE.
I DON'T WANT TO DIE.

1- Rocket Launchers: While you're entering the room from inside the water, shoot at least 2 Freezeframe rockets at the Rocket Launchers.
  • Let the rockets unfreeze on their own, less brain computing power for you. Also works on the Security System fight in 7-4!
    • Don't worry about being accurate, just aim the shots in their general direction
2- Gutterman and Mortars Rush straight into the Gutterman after setting up the rockets and break it's shield with the Knuckleblaster.
Set up magnets, nails, and sawblades for a conduction burst on the goons in the way. These guys LOVE to displace you.
  • 2 Mortars pop up after killing the Gutterman. I suggest saving the Railcannon shot until after they've spawned.
    • They'll also spawn for each Virtue killed

3- Virtues: After either fully dealing with the first set of enemies, or at least dealing a substantial amount of damage to them, fly towards the other side of the room towards the Virtues while blasting straight lead, as opposed to crooked
  • I HIGHLY suggest using the knockback from the Jackhammer to move around quickly. This ♥♥♥♥ is wild.

  • Chargebacking tip: Thrown coins' momentum and direction are based on your own. Simply halt your momentum with a dash, hold walking back, and hope they fire right into your coin! In this fight you'll be moving a lot so it's a risky maneuveur to do this
[/list]

Keep on moving, don't lose momentum
0-E: FINAL PUSH
STILL DOESN'T HAVE A NAME
eeew streetcleaners


CONTEXT
Entering this room you get greeted by 4 Radiant Streetcleaners and a Virtue

Streetcleaners have a tendency to completely ignore whatever you throw at them, other than coins.

SHOW THEM A REAL SPRING CLEANING
1- Coin Tossing: Throwing a coin behind a Streetcleaner and hitting the sickest ricoshot will have it detonate the gas tank they they carry, good strat yesyes.

2- Holding hands: Streetcleaners also have a fun lil' habit of stalking. They'll follow you on sight. Since there are so many here they're easily grouped up for culling.
  • Streetcleaners are also Christ enjoyers, so they won't be damaged by the Virtue's heavenly technique: God's light

SPINNING HALLWAY (IT'S NOW HOT)
Oh I recognize this place


You kept the Gutterman corpse, right?

CONTEXT
Getting to the middle of the hallway will have a bunch of Radiant Filth jump from the right window, they deal a TON of damage

THESE FILTH, GET IT?
1- Gutterbomb: If you kept the Gutterman's corpse around, you can ground slam it to instantly kill all of the incoming filth, and get a nice boost up to the higher floor as well!
  • Don't worry about bumping into the spinning pipes, they won't do as much damage as you think. The Filth do more :)

2- Shred it: Fast damage options like nailgun shots, conduction, and the big bombs are the fastest options to clear this room.


HELL'S GATE
What's with the Mexico filter?


A carbon copy of 0-5, but now the Cerberus wake up at the same time, and are both hit by the Radiant buff!

DUNK ON 'EM
Under no circumstances can you touch the ground, there's been a recent change to walljumping in which you can reset your walljump counter by walljumping on the side of the enemy.

1- Start up: Whichever way you start the 0-5 Cerberus fight, do that here but set it up faster, they won't wait for you here.

  • Personally, I'm quite a fan of setting up a sawblade trap and rocket trap at the same time, followed by a Piercing Revolver ricoshot.

    2- Heal Stalling: Due to their increased health stat, the Johnson brothers gave up their hair for being immortal.

    3- Movement: There's no safe spot for you here other than the air. If you try resting on the walls, the sheer size of these Cerberi will still knock you around like a sock puppet

  • HOWEVER: There's a large open gap in the roof, if you get knocked up there you can safely shoot at Thing 1 and 2 with no repercussions. Their throwing attack is quite inaccurate

  • There aren't a lot of easily parryable attacks, dashes have to be used sparingly. Their best use case is to be used for dodging the shoulder checks

  • I think these two have some sort of psychic connection, all of their attacks are in sync with the other's. The VERY slight pauses in between their attacks might just be enough to get back on your feet after being dunked on yourself
Last Notes
SPEEDRUNNING TECH

There are quite a few rooms that aren't blocked by monster doors, so you can just run right through the enemies inside.
  • The second half of the level is backtracking, so if you don't kill the enemies now, they'll come back for you.

  • Virtues love firing at you from Narnia, still want to kill those freaks when you can

Even just remembering the path most comfortable for you is it's own type of tech.
  • After activating the second half of the level, 3 of the rooms are optional.
    Go towards the left of the now lava river and through the door that leads to a spiral staircase with a fan ontop of the roof. There's also another cooling chamber when you first enter!


COOLING CHAMBERS
  • Fun bit about them, you can break the glass doors with any hard hitting attack. And before the heat starts turning up, you'll be able to break them with any large range explosion! I LOVE KNUCKLEBLASTER BOMBING

  • The final cooling chamber right before the final room isn't necessary to restore and remove your dwindling Heat Resistance. You can just blast right through the doors and say bye to that perpetual Hard Damage alarm

GAMEPLAY
I've said it before at the beginning, but Ultrakill is a really creative game. For all this guide is, it's just what I'VE experienced and how I tackle the video game.

Hell, I didn't even follow all the strategies and ways to play the level that I've mentioned through out myself.