For more information about other missions, see Levels
A direct hit from the Knuckleblaster has extremely powerful knockback, making it extremely powerful for launching enemies into pits and other environmental hazards.
- The Tip of the Day.
...LIKE ANTENNAS TO HEAVEN is the fourth and final mission of the VIOLENCE layer. Similar to [ 2-4: COURT OF THE CORPSE KING ] and [ 5-4: LEVIATHAN ], it has a titanic sized boss fight, amidst a great Plain of Burning Sand; the final destination for blasphemers, sodomites, and usurpers. Unlike the aforementioned levels, this level takes place entirely on top of, and within, the Earthmover.
Major Areas[]
Bunker[]
A small marble room with a broken crawlspace ahead that must be slid under to progress, which leads to the exit, revealing the Earthmover towering right over the player, recognizing V1 as a threat. It will try to vaporize the player, and then get shot by an Earthmover in the distance, causing it to get distracted. The Earthmover itself is trapped by large roots, making it unable to move due to the grown blood trees from the previous level, [ 7-3: NO SOUND, NO MEMORY ] [1]being fed.
Several Green Hookpoints and Blue Hookpoints are located along one of the Earthmover's legs, allowing for it to be climbed.
Outer Ledges[]
Along the way up the Earthmover, there are numerous small areas and ledges to fight enemies. Up the first leg of the Earthmover are two Streetcleaners guarding a vent. The vent can be jumped off of, boosting up to a Checkpoint near the top of one of the Earthmover's hind legs. After activating a couple of platforms with a Yellow Hookpoint, a Sentry will drop in from a bombshell at a ledge across the newly-activated platforms, with a Guttertank arriving on the ledge after rounding the corner.
Town[]
Along the back of the Earthmover is a small town that humans used to live on. A narrow passageway with two heated pipes you have to jump over leads upwards, but not before two Soldiers spawn in to block the path. Behind a Checkpoint is a thing walkway, where a single Sentry drops in from a bombshell at the very end, followed by a rear flanking Gutterman when approaching the Sentry. On a massive exhaust platform drop down, two more Guttertanks spawn in.
A small power plant lies ahead, holding a Malicious Face and two Mannequins inside. An open window leads out to the rest of the town, towards a Checkpoint and a Terminal.
1000-THR Defence System[]
Upon reaching the end of the street, the 1000-THR Defence System becomes activated. It consists of a few parts; the system itself, with a giant beam identical to a Mindflayer's emanating from it causing damage if touched, and two laser guided Missile systems on either side of the main system. Upon destroying either of the Missile systems, the system deploys two Mortars on either side, shooting projectiles similar to those from a Hideous Mass. There are also two poles shooting out single homing orbs. Additionally, when all but the main security system have been destroyed, it will get a slight boost, giving it faster tracking. The main system will also be completely impervious to damage until every other system is destroyed.
Upon defeating the system, a blue explosion will occur, and an elevator from underneath is revealed, leading into the interior when interacted with. A Checkpoint awaits at the top behind the doors leading to the interior.
Behind the buildings to the right of the Defence System is a small alleyway. The alley is empty, except for a book on a pedestal, transcribed below:
Hell's Note[]
WAR NO LONGER NEEDED ITS ULTIMATE PRACTITIONER. IT HAD BECOME A SELF-SUSTAINING SYSTEM.
MAN WAS CRUSHED UNDER THE WHEELS OF A MACHINE CREATED TO CREATE THE MACHINE TO
CRUSH THE MACHINE. SAMSARA OF CUT SINEW AND CRUSHED BONE. DEATH WITHOUT LIFE. NULL
OUROBOROS. ALL THAT REMAINED IS WAR WITHOUT REASON.
A MAGNUM OPUS. A COLD TOWER OF STEEL. A MACHINE BUILT TO END WAR IS ALWAYS A MACHINE
BUILT TO CONTINUE WAR. YOU WERE BEAUTIFUL, OUTSTRETCHED LIKE ANTENNAS TO HEAVEN. YOU
WERE BEYOND YOUR CREATORS. YOU REACHED OUT FOR GOD, AND YOU FELL. NONE WERE LEFT TO SPEAK
YOUR EULOGY. NO FINAL WORDS, NO CONCLUDING STATEMENT. NO POINT. PERFECT CLOSURE.
The pages of the book are blank.
Machine Interior[]
Inside the fleshy interior of the Earthmover are six Idols that block the passage leading into the brains of the machine above. Upon entering, the machine detects that the player is inside and begins flooding the interior with boiling blood, giving a set amount of time to destroy the Idols. Destroying the Idols powers down the shield, leading into the head of the machine.
After launching off of the vent, there will be short narrow hallways with Blue Hookpoints and magenta lasers across the walls, serving as the tutorial for magenta attacks. The floor is made of heated pipes, with some of it being covered by grates. A Checkpoint is placed at the end, alongside a Terminal.
Brain Chamber[]
Inside the head is a cylindrical shaft with the brain of the machine in the center. Four rotating walls of magenta lasers force the player to constantly move, with a small space in each that can be passed through without taking damage. After 15 seconds, the Earthmover will be protected by two Idols in cylindrical containers either side of the brain - the containers have a wide opening behind them, allowing them to be destroyed. These containers can also be used as protection from the lasers if needed.
After destroying the brain, the Earthmover goes into self-destruct mode and begins to melt down, putting the player on a time limit to get out before exploding. But not before giving one last hurtle, spawning in a Sentry, four Strays, two Soldiers, six Filth, two Schisms. Two Guttertanks will also spawn on either side of the stairs once all the Filth are dead. Killing all enemies will open the door at the bottom of the stairs, leading to a vent.
After jumping on the final vent, the self-destruct timer is automatically set to 3 seconds, no matter if it was higher or lower before. The player is unable to move, dash or slam until after they land, allowing for a clear view of the Earthmover's destruction. The Level Exit located on the opposing platform will open upon landing.
Ranking Requirements[]
| Rank | Kills | Time | Style |
|---|---|---|---|
| S | 32 | 5:30 | 16,500 |
| A | 28 | 6:00 | 15,000 |
| B | 18 | 8:00 | 9,000 |
| C | 6 | 12:40 | 3,500 |
Secrets[]
Challenge[]
DON'T FIGHT THE SECURITY SYSTEM
To skip the 1000-THR Defence System, the player must activate a nearby crane by firing either the JumpStart Nailgun or Electric Railcannon at the electric coils on top, similar to the ones seen in [ 1-2: THE BURNING WORLD ]. This causes it to smash the bomb it holds into another building, creating a new opening into the Earthmover and bypassing the Defense System entirely. The entryway includes its own Checkpoint to make up for skipping the regular Checkpoint placed after the Defence System fight.
Trivia[]
- Knocking enemies off of the Earthmover nets the unique [+LONG WAY DOWN] Style Bonus. This does infinite damage to enemies, including bosses and blessed enemies.
- All the enemies that appear before the Defence System fight will not get killed with the Earthmover, nor will they fall to their death if the Earthmover is destroyed by by any means. The rest of the enemies despawn when this happens. The reason for this might be due to P-ranks being easier this way, seeing as how the player themselves would not have to kill the enemies. Note that if the player lets the final timer run out without touching the final vent, or the ground of the exit arena, then the enemies get killed with a [+M.A.D] Style Bonus.
- This level is currently the biggest map in the entire game. For reference, flying across the entirety of [ 4-1: SLAVES TO POWER ] or [ 4-2: GOD DAMN THE SUN ] using Noclip takes about a minute, while flying across the entirety of this level takes over 15 minutes.
- Having Disable Enemy Spawns enabled before entering the level will make the Earthmover simply not appear; a Bounce Pad is placed on the first platform that sends the player all the way to the Level Exit, effectively skipping the level as a whole. However, enabling it after already opening the door leading up to the encounter with the Earthmover will instead summon the bounce pad on the spot and despawn the Earthmover farther off in the distance fighting the main one in 7-4, and of course the rest of the enemies in the level. However, the main Earthmover will not be despawned. This also makes it possible to reach the end of the level without killing it.
- It's possible to get two uses out of the final Terminal, as the player backtracks past it during the escape sequence.
- Getting to the exit without jumping on the final vent during the escape sequence will instantly blow up the Earthmover and open the Level Exit.
- Clash Mode adds several changes to the level; a Bounce Pad leading to the Earthmover's leg, many boxes in the platforming sections, and a green teleportation pad that skips the hookpoint platforming section right before the brain.
- Two of these additions have major glitches. Firstly, the Defence System fight has two boxes placed in front of the missile turrets to allow the player to reach said turrets, however these boxes are breakable by both the player and the Defence System, and they will not respawn after restarting from a Checkpoint, causing a softlock. The second major glitch is in the second teleportation pad's collision, which causes the player to die when simply walking into it. This forces the player to always jump into the pad. These bugs were patched by now.
- Though the player cannot move after jumping on the final vent, they can still launch themselves using explosions such as the Pump Charge Shotgun's overpump. They will still be unable to move until they land, however, which makes it possible to land out of bounds and have to respawn.
- It's also possible to land on the roof of the exit, but the player will still not be able to move, as the trigger to allow moving presumably only exists on the regular floor. The only way to regain control after this is to explosive jump back to the exit floor or out of bounds again (or die, if lacking the health for it).
- The level is very likely named after the Godspeed You! Black Emperor album Lift Your Skinny Fists Like Antennas to Heaven (and specifically the final song, "...Like Antennas to Heaven").
- On Hakita's RateYourMusic page, Lift Yr. Skinny Fists is rated five stars (along with the Swans 2010s trilogy and GY!BE's "F♯A♯∞").
- On some of the walls of the machine are Japanese text. Translated, they read: "Safety equipment is required from this point forward!" and "Generator Siphon. Caution!"
- The number 1000 is pronounced "sen" in Japanese, so 1000-THR could be interpreted to mean sen-thr = centaur.
- The number 1000 is also M as a roman numeral, so 1000-THR could be interpreted to mean m-thr = mother, likely based on Mother Brain from Metroid due to the fact the Earthmover's brain must be fought alongside the following escape sequence.
- Inside the power plant building at the end of the Town, Noclipping past a door on the side of the building will reveal a small room with a sunflower and a sign in Japanese that says "Power Plant, Caution".
- Within the brain of the machine, a plushie of ActionDawg, an ULTRAKILL developer, can be found piloting the Earthmover, engaged in battle with a faraway BigRockBMP plushie, also piloting a tiny Earthmover.
- The music playing when in the vicinity of the ActionDawg plushie also changes to include a MIDI soundfont of a barking dog in its melody.
- On the console that ActionDawg uses to pilot the Earthmover, green text reads "GORP LIGHT: ON." When the Earthmover's brain is destroyed, the text turns red with the words "GORP LIGHT: OFF."
- Neither the faraway Earthmover, the BigRockBMP plushie piloting said Earthmover, or the ActionDawg plushie piloting the main Earthmover had Santa hats during the Christmas event, as is customary.
- The pages of the book in the alleyway don't have any writing on them. Judging by the red text and spaced out letters, it can be implied that Hell itself is speaking directly to V1.
- In Dante's Inferno, the third circle of Violence was reserved for the damned who committed Violence Against God, Art, & Nature. The Earthmovers can generously be considered affronts to God and Nature, and may have been the reason, or one of the reasons, God left, which is in line with the theme of the circle.
- Earthmovers caused the Long Night, which is another reason they are in this circle of Violence. The Long Night was a climate catastrophe on Earth; Violence against Nature.
- Upon the first release of the level, it was possible to activate the brain fight early without being in the boss room; the lasers would quickly damage the brain and essentially fry the brain without the player's input, killing the Earthmover early. This strategy, while it still worked, was nicknamed the Lobotomy. This was patched in a hotfix the next day, and the current world record time stands at a (now unbeatable) 21.845 by reWRKK.
- Along with [ 0-4: A ONE-MACHINE ARMY ], [ 2-2: DEATH AT 20,000 VOLTS ], and [ 7-3: NO SOUND, NO MEMORY ], this level is one of the few whose title contains punctuation.
- The 1000-THR Defence System is actually considered to be misspelled in some regions. For American English, it should be "1000-THR Defense System.”
- If the music that's triggered during the Earthmover's escape sequence doesn't play and the brain is killed, the timer won't flash to the beat of the music, and will stay yellow.
- This is the only level in Violence (excluding [ 7-S: HELL BATH NO FURY ]) that does not include two songs or more.
- This is due to the fact that the level's song, "War Without Reason", has a structure in which certain parts of the track are played at different intervals when climbing the Earthmover.
- In the game files, there are thirteen different music files used for this level.
- The self destruction explosion theme after touching the final jump pad strangely won't play if the sound effects setting is turned all the way off.
- In the game files, there are thirteen different music files used for this level.
- This is due to the fact that the level's song, "War Without Reason", has a structure in which certain parts of the track are played at different intervals when climbing the Earthmover.
- If the
forcebossbarscheat is enabled, the Earthmover will spawn alongside two "Wicked" entities. The first Wicked is guarded by the six Idols located inside the Earthmover and disappears after the blessed effect fades away, while the second Wicked is inaccessible and likely serves as a kill count for the Earthmover's explosion. Wicked does not take damage from any sources and it can only be observed through the spawn effects of sand/radiance, also toggled in the console. - The community name given to the Earthmover is Benjamin, similar to how Malicious Face was nicknamed Maurice.









