For more information about other missions, see Levels
Mannequins can be hard to hit due to their speed, but they lose air control when launched or shot down from a surface, making them unable to move for a short moment.
- The Tip of the Day.
LIGHT UP THE NIGHT is the second mission of the VIOLENCE layer. The air is filled with the sounds of artillery and gunfire, with corpses making up the entirety of the ground. Beneath the infrastructure lies Phlegethon, a river made of fiery blood, where the murderers, war-makers, plunderers, and tyrants are immersed in as their punishment. This level introduces both the Gutterman and the Guttertank, two Greater Machines that will reoccur in the remaining levels of the Violence layer.
Major Areas[]
Starting Path[]
An area with a few small pits, used for introducing Yellow Hookpoints.
The path ends in a Checkpoint and a room with two pillars adorned with inactive Mannequins. Approaching the exit door on the opposite side will trigger a Gutterman to break through it, causing the orbs the Mannequins are holding to glow yellow. The game will also explain the usefulness of the Knuckleblaster against a Gutterman's shield at this time.
Outside the exit door is a walkway to the main level, ending in another Checkpoint and a Terminal.
Chessboard[]
An open air chessboard-esque structure with a pergola over it. Two bombshells drop from the sky, spawning a Swordsmachine and a Gutterman. On defeating either enemy, a second Gutterman will spawn from another bombshell. Defeating all enemies will trigger the bombing of the Clocktower ahead, which causes it to fall over and the roof to break open. The falling clocktower has the ability to kill all enemies beneath it, as well as to deal 50 damage to the player.
Clocktower[]
A now-broken tower laying partially on its side, with clock mechanisms visible. In the first room of the tower are two Mannequins on the side of the lopsided balcony, which will become active when approaching. Ascending the sideways staircase holds two more Mannequins, with three Soldiers on top of the balcony alongside the second Mannequin. Upon entering the base of the broken clocktower, two bombshells will hit the staircase, spawning a Gutterman and a Sentry.
Train Station[]
A railway area that contains a tram locked behind a gate, with a Reusable Checkpoint in the center that reactivates after freeing the tram. When backtracking to the station after obtaining the bomb, there will be a Gutterman and a Guttertank waiting at the resting zone, with landmines now scattered about the room.
An additional door can also be found beyond the gates, only opening if the third gate is left closed, requiring that the station be exited from the outer tunnel before the third gate is opened. A book lies inside, as transcribed below:
Exit Guidance[]
Something has happened. It has been days since our reconnaissance has seen
a single angel. We know not the cause, but we recognize the chance. We
have hid underground from the chaos up above for far too long. Without
the watchful eyes of the angels, we will brave the labyrinth and find a
way out of this place.
If you are one who seeks shelter, take heed: The archive is trapped. A
single misstep and reprogrammed protectors will activate. Write these
instructions down and follow them carefully if you wish to take refuge on
the other side:
> < < > < < > > < > > < >
Stalker Room[]
Entering the room across the train station tracks, a Gutterman and a Stalker will spawn in front of each other, as well as two Mannequins approaching from side areas blocked by glass. Killing the Mannequins will activate two more Mannequins up front, and killing the Gutterman and Stalker will activate the two Cerberi statues.
Once all enemies are defeated, a second Yellow Hookpoint course will be beyond the room. Completing the course will allow the gates blocking the tram to be opened. Above the gate controls, there will be the phrase "EXIT" written in blood with an arrow pointing left. Approaching the tram rubble in the room will show the text: "WE'RE GONNA NEED A BIGGER BOOM".
Courtyard[]
An outdoors rail station with a big building directly connected to it. When reaching the center of the area, the two bombshells already located at the station will burst open, revealing two Guttermen. The area also contains a railway gate, which closes when the tram is about to pass through. A screen located next to the gate can be interacted with to open it again, allowing the tram to pass through.
The building to the side can be entered through a hole in the ceiling, containing an open bombshell and a Gutterman coffin. Breaking open the coffin will reveal a book inside, transcribed below:
Gutterpoem[]
Mother, mother... Mother of me,
I know I know I should not miss you so, but mother of me, I do. Your
pained breaths that rasp'd and reverberated in your rusted iron tomb...
The blood of your breast that nourish'd me and warmed me in its caress,
when corpse and cruelty were all I witnessed...
Mother, mother... Mother of me,
I know I know you would hate me so, and mother of me, I do too. But I
would not feel, not think, not dream, were it not for you in my rusted
iron womb... Your tortured love brought me to this war, that I could
take the heart of another, and need you no more.
Mother, mother... Mother of me,
I know I know your thoughts had left you long ago, and mother of me, I
will never truly know. But I hope it redeems my life even just a slight,
when I cried... And crushed your skull that final night.
Bomb Depot[]
A two-storied building with a third Yellow Hookpoint course locked behind a Red Pedestal. A Reusable Checkpoint is located in the center, reactivating after acquiring the Red Skull. Completing the course will allow an incendiary bomb to be lowered onto the tram in order to clear the rubble located at the Train Station. The door to the left leads to a pathway littered with landmines, with a broken wooden bridge meant to be crossing over the river.
Red Skull Arena[]
Before entering the arena, a Gutterman will attempt to surprise the player by rounding the corner. Once reaching the arena itself, be wary of the many landmines scattered around the floor. Approaching the Red Skull will drop a bombshell in a corner of the arena, spawning the first Guttertank encountered. Defeating it will spawn two more Guttertanks. Once all are defeated, the grates blocking the Red Skull will open up, allowing it to be taken to its pedestal at the Bomb Depot.
Archive[]
The Archive is a maze-like area full of tall bookshelves, in which three Guttertanks will round the corners to attack when walking inside. Initially blocked by rubble, the main goal of the level is to deliver a bomb capable of destroying the blockage. The final Checkpoint is placed behind the doors into the arena itself.
For each of the first two Guttertank kill, a Gutterman will spawn in a bombshell and two rows of inner walls will disappear. Once one of the Guttermen are killed a last one will arrive in a bombshell. Letting you finish the level after clearing the room
The Minefield[]
Similar to [ 4-2: GOD DAMN THE SUN ], the game prevents the player from leaving the area without using any walls; instead, outside of the level area, the ground is a minefield and will explode when stepped on. A sign that says "DANGER: LANDMINES" with a skull in the middle marks the edge of the level.
Ranking Requirements[]
| Rank | Kills | Time | Style |
|---|---|---|---|
| S | 35 | 7:15 | 18,500 |
| A | 31 | 8:20 | 16,000 |
| B | 29 | 11:00 | 12,000 |
| C | 20 | 16:40 | 7,500 |
Secrets[]
| Secrets | ||
|---|---|---|
| #1 | ![]() |
(Soul Orb) - After the Train Station Arena, a small alcove in the wall behind the second Yellow Hookpoint hides a Soul Orb. |
| #2 | ![]() |
(Soul Orb) - By entering the tunnel that leads out of the station from the outside, a door will be opened revealing a Soul Orb; the door will only be open if the third gate control is left closed. |
| #3 | ![]() |
(Blood Orb) - A small building in the far right corner of the map contains a Blood Orb; collecting the Orb will spawn a Sisyphean Insurrectionist. |
| #4 | ![]() |
(Soul Orb) - At the Courtyard, the building next to the railway has a hole in the roof that can be accessed to find a Soul Orb. |
| #5 | ![]() |
(Soul Orb) - Underneath the bridge to the Bomb Depot, a crevice hides a Soul Orb. |
Hookpoint Slabs[]
The building overlooking the Courtyard where the two Guttermen are fought has a hole in its roof which allows access. Inside are three slab tiles, similar to the room in [ 1-4: CLAIR DE LUNE ] containing the Alternate Revolver. Unlike the slabs throughout Limbo, all three are in the same level and do not prompt text when activated.
The locations of the slabs are listed below:
- (Slab I) - At the end of the first Yellow Hookpoint challenge, visible through a grated panel on the left. The obstacle course must be completed quickly, with the timer starting when the first Yellow Hookpoint is activated.
- (Slab II) - At the end of the second Yellow Hookpoint challenge, accessed through a small grated panel on the right. The obstacle course must be completed quickly, with the timer starting when the first Yellow Hookpoint is activated.
- (Slab III) - At the end of the third Yellow Hookpoint challenge, accessed through a grated door on the left. The obstacle course must be completed quickly, with the timer starting when the first Yellow Hookpoint is activated.
After activating all three slabs, the door inside the Courtyard building will open, presenting a hole in the floor. Going down this hole will lead to the deactivated corpse of a yellow machine. Approaching the machine will unlock the Alternate Shotgun.
Challenge[]
DON'T KILL ANY ENEMIES
Ignore the initial encounter with the boss Gutterman and run past them through the main door. Avoid the Chessboard, and instead go to the right side of the the Clocktower and search the hill for a small hole marked by a wooden cross. Drop down to unlock the doors, and start the tram to get it to the location of the bomb.
Entering the Courtyard triggers two Guttermen to spawn, closing the gate. However, they can be ignored, and the gate can still be opened through the terminal next to it. Just try not to get pumped with lead in the process.
To acquire the Red Skull without triggering the first Guttertank encounter, carefully approach the back of the Red Skull Arena from the railway and use any explosive to destroy the top of the box containing the skull. The Whiplash can then be used to obtain the skull. Try not to step inside of the arena, as this will spawn the Guttertanks. With the Red Skull, proceed as normal and lower the bomb onto the tram. On the way back, make sure to not step into the Courtyard with the Guttermen.
Back in the Train Station, some new enemies will have spawned. Make sure to go straight ahead into the hole leading to the Archive and do not pay attention to them. In the Archive, to avoid triggering the enemies, follow the path described in the secret book within the Train Station by turning in the indicated direction at each intersection. The path that must be followed is: Right, Left, Left, Right, Left, Left, Right, Right, Left, Right, Right, Left, Right. If done correctly, the Level Exit will be reached with zero kills, completing the challenge.
Below is a map that shows the path needed to safely cross the Archive without activating any enemies:
Trivia[]
- The Earthmovers in the background will disappear if Disable Enemy Spawns is active, as will the giant Cerberus right outside the Gutterman room.
- If the player either kills or dies to the starting Gutterman boss without the Knuckleblaster equipped, the tutorial text will instead change to: "The Gutterman Shield can be broken with the Knuckleblaster. You should probably re-equip it."
- The time shown on the clock tower is accurate to the time on the player's computer. Even the gears on the inside of the tower are different depending on the time.
- Getting an enemy to fall down the pits in hookpoint sections grants a style bonus with no text. The amount of style points given is the same as any other environmental kill.
- The tracer rounds seen flying across the sky originate from turrets in the distance. They do no damage on contact, and seem to serve no purpose other than to create atmosphere.
- These structures are considered enemies, and will not spawn if Disable Enemy Spawns is enabled.
- These seem to be the second ambiance enemy in the game, but they are generally unremarkable and thus don't deserve their own page.
- It is possible to get stuck under the tram bomb while it is being deployed. This originally softlocked the player, but as of Patch 14c, there is a failsafe that prevents this.
- This is the only level in Violence to not feature a sudden Streetcleaner encounter.
- This (alongside the Intro, if it is counted) is the only non-boss/secret level in the campaign thus far to lack any Stray encounters/spawns.
- Ignoring an avoidable enemy encounter (for example, the Courtyard) and then hitting a Checkpoint, then reloading that Checkpoint, will make the level's combat theme and dark lighting go away. The enemies present before the reloaded Checkpoint will still be there.
- Despite what it might seem at first, the bomb payload does not hurt the player upon exploding.
- The title of the first track for this level, "Do Robots Dream of Eternal Sleep?", is likely a reference to the 1968 novel Do Androids Dream of Electric Sheep?
- The level name is in reference to the Protomen song Light Up The Night.
- The name may also be a reference to a montage made by the man, the myth, the legend, HerbMessiah, named "Light Up The Fight".[1]
- In the tweet showing the 7-2 teaser video[2], the line "In the grim darkness of Hell, there is only war." is a reference to Warhammer 40K — "In the grim darkness of the far future, there is only war."
- The appearance of three Earthmovers in this level likely alludes to the named centaurs in Dante's Inferno: Chiron and Pholus, commanders of the centaurs that patrol the circle, and Nessus, who guided the poets Dante Alighieri and Virgil along the River Phlegethon.
- The existence of the Clocktower is a reference to internet shitposter Katie Tightpussy (@Juicysteak117) who drew a clock daily in Microsoft Paint for five months.[3]
- The Clocktower's clock face is a reference to the cover art of one of Hakita's older albums, Garden of Romance.
- Getting an enemy crushed by the falling Clocktower gives the [+FOR THEE] Style Bonus. This is a reference to John Donne's poem, "Meditation 17".[4]
- Due to the machines in the background, the area shown may be a representation of the Final War responsible for many of ULTRAKILL's Machines.
- The Gutterman that attacks upon bringing the bomb to its target is without a casket. The missing casket is presumably the one located in the Courtyard building, which would also make this particular Gutterman the author of the book found within the casket.
- The Gutterman coffin within the Courtyard has had its occupant's skull crushed. This is in line with the lore book, in which the Gutterman it belonged to crushed the poor fuel source's head to spare it.
- The title for the second song, "Hear! The Siren Song Call of Death", was originally "Hear! The Siren Song Call of the Dead" as seen in the WIP of the song posted by Hakita. Hakita explained that it was changed because he forgot the original title of the song due to the filename being incomplete.[5]
- If the player clips inside the tram bomb, they will find a small Hakita plushie watching fucking_finland.webm, a short animation by Twitter/Tumblr artist Finn [Frej].
- If the fight on the Chessboard is skipped, the Clocktower will not fall down. By walking around to enter it before it breaks, a Filth can be found sleeping peacefully on a bench on the top floor. The "Z" sprite emitting from its head resembles the sprite seen at the end of UNDERTALE's Sans fight and the "pacify" act/spell in DELTARUNE.
- Luring the second Gutterman from the Chessboard towards the Clocktower before killing it allows the clocktower to fall with the player still inside it. This puts the player outside on the side (now top) of the Clocktower.
- There's a giant letter L made out of stones hidden beneath the ground. It appears under the Clocktower after it has fallen.
- This may symbolize how anyone who was caught under the falling Clocktower has taken a huge L.
- It seems, after The ULTRA_REVAMP Update, this no longer exists.
- This, 2-4: COURT OF THE CORPSE KING, and 7-1: GARDEN OF FORKING PATHS are the only levels with Trams in them.
- 4 if you count the thingy in 7-4: ...LIKE ANTENNAS TO HEAVEN but I don't think that's a tram.
- 5 if you count the elevators near the end of 2-1: BRIDGEBURNER as trams, but to be fair I think Elevators fits them better.
- Interestingly, this level first introduces and contains a pair of Mannequins holding a Cerberus Orb.
Gallery[]
References[]
- ↑ YOUTUBE, HerbMessiah /// ULTRAKILL | Light Up The Fight
- ↑ TWITTER - @ULTRAKILLGame /// Beyond the quiet walls of the Garden of Forking Paths lies the first circle of Violence in 7-2: LIGHT UP THE NIGHT.
- ↑ BLUESKY - @actiondawg (Victoria, 3D Lead Artist) /// "also we 100% made that a clocktower specifically bc i wanted a katie clock joke in the game but not something that would be confusing for players who werent in on the bit. so yea youre the reason that the 7-2 tower is a clocktower lol"
- ↑ "...because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee." — John Donne, "MEDITATION XVII"
- ↑ ULTRAKILL Act II Developer Commentary Stream (4:45:45)













