For more information about other missions, see Levels
INTO THE FIRE is the first mission of the PRELUDE. As such, it introduces the basic mechanics of the game, with simpler enemies and room geometry compared to most other stages.
Major Areas[]
Revolver Room[]
A tall chamber with a square base, the corners of which are decorated by four inactive Cerberus statues. The room is at first dark, only lighting up once the gloriously displayed Revolver in the center is picked up. Shortly after, three Filth will appear in front of the locked door. Once killed, eight more will spawn along the walls of the room.
Past the door is a hallway and a Checkpoint; three Filth will spawn when crossing the second corner, followed by six more when crossing the third.
Glass Rooms[]
A series of three rooms, all of which feature breakable glass panes.
The first one has two that must be broken to progress, with a Checkpoint past the glass. In the second one, the entire floor is made of them, with a lethal grinder right below. When crossing the middle, six Filth will appear at the end. Lastly, the final one is a huge chamber with a giant fan at the bottom, and a curved, upward glass pane path. Once entered, nine Filth will spawn at the end of it.
Projectile Arena[]
A large room with a lower and upper section, including a Checkpoint at the entrance. Two inactive Cerberus statues adorn the arena, and once entered, two Strays will appear next to them. Killing the two Strays will spawn six Filth in the lower section near the entrance, and four more Strays; two close to the exit, and two more on an overpass above the horde of Filth.
Parry Hallway[]
A hallway illuminated bright red by the blood flowing around its windows. A Checkpoint is immediately accessible when entering. When passing the second window, two Strays will appear at the end. Walking around the corner will spawn two more Strays and five Filth. The windows in this room can be broken via any weapon powerful enough to break the glass, allowing the blood to spill out and seep through grates on the floor.
This room serves as an introduction to Parrying.
Pipe Room[]
A rectangular room with pipes on the walls and glass panes above. Breaking through one and ascending to the upper floor will spawn three Strays around the pillars, with an additional four Filth breaking through a wall to attack. A Checkpoint can be reached at the end in front of the entrance to the Ground Slam Chamber.
Ground Slam Chamber[]
A tall octagonal chamber with a fan at the bottom, a partially slanted platform in the middle, and a small ledge connected to one of the walls. Jumping onto the middle platform spawns four Filth at the upper end of it, and three Strays on the ledge.
This room serves as an introduction to the Ground Slam.
Malicious Face Arena[]
Akin to the first room, the Malicious Face Arena is tall and rectangular with a square base. The final Checkpoint is located in a small passage before entering. Inside, the first minor boss will appear, a Malicious Face. Once defeated, the Level Exit will open.
Ranking Requirements[]
| Rank | Kills | Time | Style |
|---|---|---|---|
| S | 71 | 2:30 | 7,000 |
| A | 66 | 3:05 | 5,000 |
| B | 55 | 5:00 | 3,000 |
| C | 40 | 8:00 | 1,000 |
Secrets[]
Challenge[]
GET 5 KILLS WITH A SINGLE GLASS PANEL
In either the second or third Glass Room, stay mid-air above a pane without killing any Filth, and proceed to destroy it once enough have gathered on top.
Trivia[]
- In the very first room that holds the Revolver, if the Knuckleblaster has been obtained from later in the game, it's possible to use the shockwave blast on the door behind the Revolver and activate the combat encounter, skipping having to pick up the Revolver and allowing for a weaponless run.
- This makes it possible to beat the level without a weapon; however, any weapons that you have equipped will be automatically regained upon reaching the next level, [ 0-2: THE MEATGRINDER ], or quitting and selecting a different level. However, other weapons can be removed in subsequent levels by simply de-equipping them all at the Terminal in the Starting Elevator.
- In a corridor between the Revolver Room and the first Glass Room, there's a diagonally placed pipe on the wall. Sliding into it will clip the player out of bounds and give access to the map's roof. Additionally, the message '"PIPE CLIP LIVES" T. HAKITA' will appear on the bottom of the screen. This clip is one of several that have been manually preserved for the speedrunning community when the bugs that enabled them were eventually patched out during Early Access.
- If the intro was completed before playing 0-1, the passageway from the entrance to the revolver room is long and winding. However, when replaying 0-1 from the menu, it is straight and much shorter. Moreover, when arriving at the Revolver Room, looking back at the corridor before picking up the Revolver shows the passage end with glitched graphics if starting the level from the intro.
- The passageway at the beginning of the mission is actually its own separate level. The main level is loaded upon picking up the Revolver or breaking the block behind the glass.
- Unlike in other levels, the timer starts after the title drop (or if it is bypassed).
- If Clash Mode is enabled, a box will appear between the Glass Room and the Projectile Arena, making this level beatable in Clash Mode, as the jump is not possible to make otherwise. A box will also appear in the Pipe Room in the vertical part with no glass panels.
- When loading into the level, the two boards that normally must be broken to progress can instead be slid under.
- The ULTRAKILL title drop after picking up a revolver was among the very first things added to the game.




