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ULTRAKILL has a secret cheat menu that can be enabled to alter various aspects of the game from within. Once they are enabled they can only be disabled by leaving or restarting the mission, unless the Keep Enabled cheat is active.

Cheat Menu[]

To access the Cheats Menu, the sequence "↑ ↑ ↓ ↓ ← → ← → B A" must be input while in a level, making the following message appear:

Enabling cheats means you will not gain a rank upon completion of a level and a Cyber Grind high score will not be saved.

Press ~ or home after enabling cheats to toggle the menu

Sandbox mode has cheats on by default.

Once cheats are enabled, the Cheat Menu will appear in the top-right; as the previous message stated, it can be toggled using ~ or home; however, the message above it, "CHEATS ENABLED :^)" will always remain visible.

Cheats[]

META[]

Warning 1-globalgamemanagers.assets-503 Keep Cheats Enabled[]

[O] - Keeps Cheats enabled until toggled back off, even after closing the game. Helpful to avoid having to constantly re-enter the code.

SANDBOX[]

These cheats are exclusive to the Sandbox map.

Save 1 Quick Save[]

Saves all of the entities currently spawned into the sandbox world, in their current position. Does not save your position.

Load 1 Quick Load[]

Loads your last save.

Quick Load 1 Manage Saves[]

Opens a menu that allows you to look through all your past saves, allowing you to overwrite, reload, or delete any of them, as well as make new saves with custom names.

Delete 1 Clear Map[]

Deletes all entities currently spawned into the world. However, blood stains and landmines will remain.

NavMesh 1 Enemy Navigation[]

Rebuilds the map's enemy pathfinding. Only necessary if you decide to spawn static objects into the world, thus altering its shape.

Grid 1-g Snapping[]

[H] - Objects you spawn are locked to an invisible grid.

Physics 1 Spawn With Physics[]

[J] - Props you spawn from the Sandbox category are dynamic, meaning they can be knocked around by yourself, enemies, other objects, or gravity itself. If disabled, props you spawn from then on become static, and thus unable to be moved. On by default.

GENERAL[]

Spawner Arm 1 Spawner Arm[]

[P] - Gives V1 a new weapon, the Spawner Arm. It is simply a black and white outstretched, open-palm hand. Right-clicking will open a menu featuring many different enemies, as well as both colored Skulls, Soap, torches and both the Blood Orb and Dual Wield pickups. Once something has been selected, left-clicking will spawn the entity at that location.

Sandbox Mode adds to this list with several props, such as jump pads, Hookpoints, and explosive barrels. Alongside these, you're given a couple of tools to move objects around, delete objects and create blocks of any size.

The Spawner Arm can be removed from V1's loadout by pressing the button again.

Teleport 1 Teleport Menu[]

[L] - Displays a menu containing all of the current mission's Checkpoints; selecting any of them will instantly teleport V1 to it.

Fullbright 1 Fullbright[]

Removes all shadows from the level; every surface is cast in direct light, making the level much brighter.

File:Misc 1.png Invincibility[]

Makes the player invulnerable to all types of damage, including instakill hazards. Bottomless pits still teleport the player away.

MOVEMENT[]

Noclip 1 Noclip[]

[V] - Allows V1 to fly without collision, passing through all physical barriers and objects. Hold jump to go up, and slide to go down. Mutually exclusive with Flight.

Flight 1 Flight[]

[B] - Like Noclip, but V1 still retains collision.

Infinite Wall Jumps 1 Infinite Wall Jumps[]

[N] - Self-explanatory; allows V1 to Wall Jump infinitely.

WEAPONS[]

No Weapon Cooldowns 1 No Weapon Cooldown[]

[C] - Removes the cooldown time on various attacks; currently this affects the Piercer Revolver Beam, Marksman Revolver Coins, Attractor Nailgun Nails and Magnets, Overheat Nailgun Heatsinks, all Railcannon Charges, Freezeframe power and all Rocket Launchers' Rocket Surf duration. In addition, the magnets will not despawn over time. It also removes the "swapping penalty" for the Alternate Revolver.

Infinite Power Ups 1-globalgamemanagers.assets-505 Infinite Power-Ups[]

Makes any timer-based power-ups last forever. Currently, this only affects the Dual Wield power-up.

ENEMIES[]

Blind 1 Blind Enemies[]

[M] - Prevents enemies from seeing or attacking anything. Streetcleaners will still attempt to dodge projectiles.

File:Misc 1.png Enemies attack each other[]

Self explanatory, with the exception of itself and specific enemies (Filth, Stray, Schism and Soldier don't attack each other, apparently)

File:Misc 1.png Enemies ignore player[]

All enemies will not track V1, similar to how Blind enemies work. Turning on Enemies attack each other still works

No Enemy Spawns 1 Disable Enemy Spawns[]

[I] - Prevents enemies from spawning; affects every enemy in the game, to the point of changing certain events. Among other things, it prevents Arena doors from locking, and bosses that drop items will instead have the item sitting in the middle of the arena. See Trivia for more information.

Invincible Enemies 1 Invincible Enemies[]

Makes all enemies unable to take damage. They still drop blood as usual, and they can be killed by being dropped into instakill areas, like grinders or bottomless pits. Unlike Disable Enemy Spawns, this does not affect any in-game events.

SPECIAL (Unlockables)[]

CrashMode 1 Clash Mode[]

Unlocked by breaking all the boxes in [ 4-S: CLASH OF THE BRANDICOOT ], and enables the mission's platformer controls and mechanics for use in every level, with an unfixed third-person camera enabled outside of 4-S.

V1's spin attack and head stomp will instantly kill enemies and not provide any style, similar to soap. Enemies hit by the spin attack fly away from V1 in a straight line, instantly killing all other enemies in their path. The spin attack can also be used to pick up red and blue skulls.

Any damage taken will instantly kill V1, as is the case in 4-S, but collecting Soul Orbs and power-ups will grant protector skulls: normal blue Soul Orbs will grant the equivalent of one protector, red Soul Orbs grant two, and Dual Wield power-ups grant three. Certain areas of the game also include unbreakable bounce boxes that allow the player to progress through a part of the level that would otherwise be impossible in Clash Mode.

Drone Haunting[]

Unlocked by activating the secret in the lobby of [7-S HELL BATH NO FURY] and makes it so upon death, Drones (only after colliding with an object or enemy) and the eyes of Flesh Prison and Flesh Panopticon will turn into Ghost Drones. These Ghost Drones will kill V1 immediately upon collision with one and are unable to be killed outside of their home level with the vacuum.

Trivia[]

  • The sequence for accessing the cheat menu is a reference to the Konami code, a code in games published by Konami that granted secret bonuses.
  • In HUD options, icons of the cheat and spawn menu can be changed to the temporary ones used by developers during testing. Simply change the option "Cheat & Sandbox icons" from "DEFAULT" to "PITR".
  • Cheats are not featured in the demo and therefore aren't accessible or usable. Inputting the code does nothing.
  • If you have Keep Cheats Enabled, cheats can still be activated in the end cutscenes of [ 3-2: IN THE FLESH ] and [ 6-2: AESTHETICS OF HATE ], as well as in the main menu.
  • Enabling Major Assists (particularly Damage Taken) is extremely useful alongside Cheats.
  • If Noclip or Flight are enabled while V1 is Sliding or Slamming, the particle effects will remain in that spot until either cheat is turned off.
  • Blind Enemies can break certain scripted events; for instance, V1 cannot walk through the first arena door in [ 0-2: THE MEATGRINDER ] even while it is open.
    • Even while blind, Filth and Malicious Faces will pathfind to where they last saw V1, and Drones will still fly towards V1's last position once they self-destruct.
    • Various enemies will continue moving in their current direction indefinitely once the cheat is enabled; Mindflayers and Gabriel, Judge of Hell will float away, and Cerberi will walk forwards until impeded.
  • In the Spawner Arm menu, each enemy type has its own color. Red for husks, blue for machines, green for demons, yellow for angels, light gray for miscellaneous and dark grey for prime souls.
  • Invincible Enemies does not make enemies immune to Kill All Enemies.
  • Killing a Malicious Face, then quickly re-enabling Invincible Enemies will still mutilate any enemies crushed beneath the Face without killing them.
  • Interrupting a Soldier, Stray or Schism with Invincible Enemies enabled will separate its head and torso from its limbs and make it both alive and dead, which, contrary to popular belief, does not get any better no matter how many times you observe it.
  • The limbs will disappear if Max Gore per Room is set to 0.
  • No matter how stylishly you try to hit it, nothing will appear on the Style Index, but you will still gain style points for the damage dealt.
  • Both of it's parts can still be damaged, but the knockback will only be applied to the upper body, regardless of which part is damaged.
  • In this state, rockets, magnets, the slam shockwave, punched coins, Ricoshots, the Core Eject Shotgun's core , the Screwdriver Railcannon's drill and even the Kill All Enemies will ignore it.
  • It can still die if damaged with Invincible Enemies disabled.
  • Malicious Face killed via Kill All Enemies will still yield viable Blood when damaged, despite being "dead".
  • Dying and then activating noclip will stop the screen from going fully and allow movement.
  • If V1 gets hurt with both Invincibility and Clash Mode cheats enabled, V1 will be flung upward and say "ow"
    • This also happens with a purple skull
  • The Stalkers are still able to deal damage to the player even with the Invincibility cheat on.
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