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Hookpoints are movement objects, similar to Bounce Pads. They first appear in [ 4-4: CLAIR DE SOLEIL ], after the second battle with V2.

Description[]

Hookpoints take the appearance of small spheres, similar to the Soul Orbs. They have 3 gray rings of various sizes orbiting around them.

Hookpoints can be deactivated. In this state, the orb in the middle becomes gray and the rings around it stop moving.

Mechanics[]

Grappling onto a Hookpoint with the Whiplash will cause V1 to be pulled towards the target. There are currently 3 types of Hookpoints.

GREEN HOOKPOINTS are the standard variation of the Hookpoint, first encountered in [ 4-4: CLAIR DE SOLEIL ]. They act the same as being pulled towards a heavy enemy, stopping V1 once reached.

BLUE HOOKPOINTS are a variation of the Hookpoint, first encountered in [ 5-1: IN THE WAKE OF POSEIDON ]. They act similarly to slingshots, flinging V1 along their current trajectory when the target is reached.

YELLOW HOOKPOINTS are a third variation of the Hookpoint, first encountered in [ 7-2: LIGHT UP THE NIGHT]. Unlike the other Hookpoints, they do not reel the player in, but instead act as switches. These switches activate doors and other mechanisms. Grappling onto them will reset V1's momentum, giving them a slight upward boost to retain airtime. They deactivate on use, but after a brief cooldown of 7 seconds they turn on again.

Yellow-hookpoint

The first yellow hookpoint V1 finds.

Unlike grappling enemies, grappling hookpoints does not cause Hard Damage to accumulate.

Hookpoints can be passed through and if V1 is too close, the hookpoint will be unusable, indicated by the lower-pitch humming and shrunken orb.

If a Hookpoint is grabbed with the Whiplash but is not yet grappled to, it will emit a higher pitched hum and shrink its orb.

Strategy[]

You can cancel a pull by either jumping in the middle of it or tapping the Whiplash key again. However, jumping out of it will cause you to lose a fair bit of the momentum whereas unhooking via the Whiplash key will preserve the momentum from the pull. This method also applies to smaller enemies in a reversed sense, meaning you could pull and unhook an airborne enemy down to the ground with enough momentum to splatter them.

Pressing the Ground Slam button while being pulled toward a grapple point will not cancel the pull. However, this will begin storing slam height, which is released after reaching the target.

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