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For more information about other missions, see Levels

The Knuckleblaster's blast wave is also capable of breaking a Gutterman's shield, and is much easier to land in a chaotic scenario.

- The Tip of the Day.


NO SOUND, NO MEMORY is the third mission of the VIOLENCE layer. It's set partly in the Wood of the Suicides, the location from Dante's Inferno in which those who committed lethal violence against themselves are turned into immobile trees and tortured by Harpies. Various trees around the level must be fed blood with the assistance of Puppets in order to progress.

Major Areas[]

Starting Pathway[]

The level starts with the forest in pitch-black darkness. After a brief moment, V1's internal flashlight will turn on, allowing for better visibility through the forest.

Central Plaza[]

This is where the first blood tree is encountered. When approaching it, text will be whispered on-screen, reading "F E E D I T .", before the Puppets first spawn. The Puppets will spawn infinitely until the tree is fed.

Once the tree is fed, the invisible walls surrounding the plaza will disappear, and the skybox will become visible. After a few seconds, one of the skull icons above the door to the Grand Hall will light up, and the gate to the right of the plaza will unlock.

Small Courtyard[]

Before entering the main courtyard, a Checkpoint awaits, and two Mannequins will wake up on the other end of the walkway and quickly approach. The arena itself, a walled off zone with elevated platforms in opposing corners, will spawn four Soldiers and two Schisms around the arena when entering. Killing two enemies will summon a Sentry atop the elevated platform in the corner. Once all are defeated, the gateway to the second blood tree will be unlocked.

Rectangular Garden[]

The second blood tree will be waiting here, and the Puppets will mimic Filth this time. Alongside them, two Malicious Faces and two Virtues will spawn. Once the tree is fed, the player can make their way back to the Central Plaza through an unlocked entrance in the Small Courtyard to see the second skull icon lit up. A Checkpoint can be found along the newly-opened walkway to the Small Courtyard, within a tunnel leading to the Left Pathway.

Left Pathway[]

Halfway through the long tunnel, a bombshell can be heard descending before shattering the entire tunnel and exposing the outside. On the left side, there will be a Swordsmachine, a Gutterman, and a Guttertank. On the right, there will be three Mannequins, a Malicious Face, and a Cerberus.

This is the first time the player will notice enemy infighting. The enemies will usually begin to attack one another before they target the player. However, if attacked, they will turn their focus.

Circular Garden[]

A dome-like circular garden area with a walkway along the wall. The third blood tree needed to open the door will be here, with a Checkpoint in front of the doorway inside. The Puppets will now be mimicking Strays. There will be four Mannequins on top of the elevated platform, and four Soldiers will circle the tree. Two Guttertanks will be on opposite ends of the room, and a single Mindflayer will spawn opposite of the entrance.

Taking the path back to the Central Plaza, two Streetcleaners will cause an ambush, and descending a staircase will hold two more Mannequins at the bottom.

Grand Hall[]

After feeding all three blood trees, the giant door in the Central Plaza will open, leading to an incredibly chaotic arena at the bottom of a spiral staircase behind the final Checkpoint. The arena is a gigantic rectangular room decorated by pillars, with stairs along the sides leading to an elevated platform in the middle. There will be two Blue Hookpoints on either end of the arena, as well as a Dual Wield power-up on top of the elevated platform.

This arena can be broken down into three different enemy spawn waves. The first will be active when entering the arena. There will also be one final larger blood tree, with the Puppets finally mimicking the form of the Mannequins.

From the front to the back of the arena, the first spawn wave consists of two Swordsmachines, two Cerberi, two Guttertanks, two Guttermen, two Sentries, and a single Virtue. When six enemies die, or if the blood tree is fully fed, the second spawn wave will trigger, where eight Filth and four Strays spawn at the front, and six Soldiers spawn at the back. When eight more enemies are killed, the third and final wave will trigger, which just consists of two Guttermen and two Guttertanks dropping in from bombshells on opposite sides of the arena.

Finally defeating all of the enemies and feeding the final blood tree will open up the Level Exit.

Ranking Requirements[]

Rank Kills Time Style
S 60 7:15 13,000
A 56 8:20 11,000
B 42 11:00 7,500
C 25 16:40 3,500

Secrets[]

Secrets
#1
7-3 1
(Soul Orb) - From the Central Plaza, one of the gates next to the bridge leads to an underground service tunnel with a Soul Orb.
#2
7-3 2
(Blood Orb) - Atop the boundary wall of the Small Courtyard, a small hole can be located with a Blood Orb; collecting the Orb spawns a Hideous Mass within the arena.
#3
7-3 3
(Soul Orb) - When leaving the Rectangular Garden, instead of taking the stairs that pass over the gardens to your right, jump over to a broken staircase over the gap for a Soul Orb.
#4
7-3 4
(Soul Orb) - Outside the flooded hallway after the Circular Garden, climb onto the roof from the exposed garden and face backwards to find a Soul Orb.
#5
7-3 5
(Soul Orb) - At the bottom of the spiral staircase after the Circular Garden, a crawlspace can be located next to the stairs, leading to a Soul Orb.

Secret Exit[]

Directly to the right upon entering the Starting Pathway, there is a gate covered in foliage. There are two ways that the foliage may be burnt off: using a Streetcleaner's flamethrower, or a Virtue's beam attack.

There are two Streetcleaners that can be found after the Circular Garden, although the area can be accessed much earlier using a hole in the wall. Since there is a deep puddle of water blocking the shortcut back to the center, the Streetcleaners must be pulled over the puddle with the Whiplash to keep them around through the entirety of the level.

The other method is to use the Virtues that spawn at the Rectangular Garden. Since the door does not lock, it's possible to backtrack to the foliage (although the Virtues might become enraged). Once the foliage is burnt, the gate will open to the Secret Exit that leads to [ 7-S: HELL BATH NO FURY ].

Challenge[]

BECOME MARKED FOR DEATH
Before entering the Left Pathway, instead jump above the wall to get on top of the tunnel. Placed on top is a screen that gives the option to become marked for death. Accepting will shatter the gem inside and cause the screen to display the text "YOU'RE THE STAR OF THE SHOW NOW, BABY!". While marked for death, all enemies that would normally be fighting each other in the level will now target the player instead, making the Left Pathway, Circular Garden, and Grand Hall encounters significantly more difficult due to the lack of infighting. The music of the level will also become slowed and pitched down, making it sound more menacing. Completing the level like this will complete its challenge. Good luck!

Trivia[]

  • With the exception of the Swordsmachine in [ 0-2: THE MEATGRINDER ], this is the first level that has enemies fighting each other, though in this level the player gets to join the fun.
    • The reason enemies fight in this level instead of ganging up on V1 like usual is because the enemies canonically don't spawn in right when V1 enters the arena, but rather have already been fighting, and V1 has just entered the arena. Since the enemies have conflicting goals, it makes sense for them to constantly fight each other.
      • In fact, they actually do fight each other, specifically when the player dies. If the player waits on the death screen, then the death counter might go up if there are multiple enemies of different classes.
  • It is possible to become marked for death, then leave through the Secret Exit to complete the challenge without fighting any marked for death encounters.
  • The flashlight is triggered by walking in and out of a few areas, such as the Rectangular Garden, and is only triggered at specific points, like the entrances. Noclipping around the triggers with Cheats or by another method will have the flashlight turned off or on until triggered again.
  • Upon closer hearing, constant muffled screams can be heard coming from trees, which also slightly pulsate.
  • Prior to the ULTRA_REVAMP Update, Something Wicked's hiss can be heard in the Central Plaza to signify the first skull lighting up. It is likely just a reused sound, however it could also be considered part of the recurring gag throughout the game where dark rooms use Something Wicked's hiss as a cheap scare factor.
  • While watering the first tree with blood, the tree emits a heartbeat that quickens the closer the blood gets to the top, likely to heighten the tension.
  • Despite having a flashlight for the darker region for the level, V1 did not use the flashlight in [ 4-3: A SHOT IN THE DARK ], nor in [ 0-S: SOMETHING WICKED ], nor during the Spinal Staircase in [ P-1: SOUL SURVIVOR ]. This is because V1 had a light source at the start of both levels, such as torches and skulls, whereas now V1 no longer has an external source of light readily available.[1]
    • When this level is played in Clash Mode, the player is prompted to pick up a flashlight at the start, implying V1 may have just gotten a light at the start of the level.
    • V1 may just be stupid.
  • When the sky turns red after the Rectangular Garden, an Earthmover can be seen standing menacingly at the back of the level.
    • It is highly implied that this is the same Earthmover that is fought in [ 7-4: ...LIKE ANTENNAS TO HEAVEN ] as it is stationed at the north of the level, in front of the Level Exit.
    • He's just standing there. MENACINGLY
  • The "F E E D I T ." narration at the start of the level is likely delivered by Hell itself, given the spacing between the letters and the lack of the textbox that normally appears whenever tips are offered, instead being replaced with spread out red letters that slowly appear across the screen.
    • This may also be Hell, the organism, telling V1 how to progress through Hell, the location, until it meets Hell itself, so Hell could toy with V1 like all the damned souls it toyed with before.
    • Hell is crazy and that sentence has a lot of hell, ok imma Ultrakill™ myself
  • Knocking enemies into the thorns outside the intended map route will grant the [+LOST] Style Bonus, which is likely a reference to or referencing the last part of a line from the tablet given after the secret encounter in [ 7-1: GARDEN OF FORKING PATHS ], which states “Get lost in the labyrinth, die in the battlefield, or get lost in the forest...”.
  • The name of this level is likely in reference to the Merzbow song I'm Coming to the Garden​.​.​.​.​. No Sound, No Memory.
  • The Greek text in the background of the stone marked "Feed Us, We Will Grow" translates to "And in those days shall men seek death, and shall not find it, and shall desire to die, and death shall flee from them", a direct quote from Revelation 9:6.
  • The large trees are likely a reference to the Violence circle in Dante's Inferno, more specifically Violence against Self, where suicide victims get turned into the trees they supposedly hung themselves on; but could also be a reference to Jubokko, a yōkai tree from Japanese folklore that grew on former battlefields where many have died by feeding on their blood. They can also pierce unsuspecting victims with their branches to drain blood, which matches its body-shaped trunk.
  • In the sky, the constellation the Big Dipper can be seen, this time in red, which is referenced in [ 5-S: I ONLY SAY MORNING ] and can be seen in [ 4-2: GOD DAMN THE SUN ]. While this could be a continuation around the mystery of the Size 2 fish, it could also be Hakita being a dick a red herring which leads to nothing.
  • While the flashlight makes its debut in this level as a mandatory feature, it is also present in the Developer Museum when being swarmed by the wrath of Gianni.
  • Two Sentries and a Virtue in the final room of the level don't get to do much fighting due to very quickly being minced down by the Guttermen, unless in Marked for Death mode, with a large portion of the playerbase not knowing about their existence.
  • Due to its infinite amount of Puppets, this level is currently the only available level with the most enemies, regardless of the Cyber Grind, of course. However, since Puppets don't count as kills, 1-3: HALLS OF SACRED REMAINS is technically the winner of this category with 127 enemies.

Gallery[]

References[]

Site Navigation[]

Missions
PRELUDE
OVERTURE:
THE MOUTH
OF HELL

Intro /// 0-1: INTO THE FIRE /// 0-2: THE MEATGRINDER /// 0-3: DOUBLE DOWN /// 0-4: A ONE-MACHINE ARMY /// 0-5: CERBERUS /// 0-S: SOMETHING WICKED

ACT I: INFINITE HYPERDEATH
LAYER 1:
LIMBO

1-1: HEART OF THE SUNRISE /// 1-2: THE BURNING WORLD /// 1-3: HALLS OF SACRED REMAINS /// 1-4: CLAIR DE LUNE /// 1-S: THE WITLESS

LAYER 2:
LUST

2-1: BRIDGEBURNER /// 2-2: DEATH AT 20,000 VOLTS /// 2-3: SHEER HEART ATTACK /// 2-4: COURT OF THE CORPSE KING /// 2-S: ALL-IMPERFECT LOVE SONG

LAYER 3:
GLUTTONY

3-1: BELLY OF THE BEAST /// 3-2: IN THE FLESH

ACT II: IMPERFECT HATRED
LAYER 4:
GREED

4-1: SLAVES TO POWER /// 4-2: GOD DAMN THE SUN /// 4-3: A SHOT IN THE DARK /// 4-4: CLAIR DE SOLEIL /// 4-S: CLASH OF THE BRANDICOOT

LAYER 5:
WRATH

5-1: IN THE WAKE OF POSEIDON /// 5-2: WAVES OF THE STARLESS SEA /// 5-3: SHIP OF FOOLS /// 5-4: LEVIATHAN /// 5-S: I ONLY SAY MORNING

LAYER 6:
HERESY

6-1: CRY FOR THE WEEPER /// 6-2: AESTHETICS OF HATE

ACT III: GODFIST SUICIDE
LAYER 7:
VIOLENCE

7-1: GARDEN OF FORKING PATHS /// 7-2: LIGHT UP THE NIGHT /// 7-3: NO SOUND, NO MEMORY /// 7-4: ...LIKE ANTENNAS TO HEAVEN /// 7-S: HELL BATH NO FURY

LAYER 8:
FRAUD

8-1: HURTBREAK WONDERLAND /// 8-2: ??? /// 8-3: ??? /// 8-4: ??? /// 8-S: ???

LAYER 9:
TREACHERY

9-1: ??? /// 9-2: ???

PRIME SANCTUMS

P-1: SOUL SURVIVOR /// P-2: WAIT OF THE WORLD /// P-3: ???

ENCORE LEVELS

0-E: THIS HEAT, AN EVIL HEAT /// 1-E: ...THEN FELL THE ASHES /// 2-E: ??? /// 3-E: ??? /// 4-E: ??? /// 5-E: ??? /// 6-E: ??? /// 7-E: ??? /// 8-E: ??? /// 9-E: ???