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For more information about other enemies, see Enemies


Mannequins are Lesser Demons that first appear in the mission [ 7-1: GARDEN OF FORKING PATHS ]. They are extremely agile humanoid sculptures, and can catch many unsuspecting players off-guard. They can also appear as passive decoration.

Appearance[]

Mannequins have a white, humanoid, vaguely feminine body stained with blood, which leaks from the joints in their exterior. The most prominent feature is their upside down face, which has a neutral expression. The Mannequin's limbs are made up of multiple arms holding onto each other, the end point of their arm consisting of two merged hands splitting out. Their feet are also replaced by hands held by hands. When near an inactive Mannequin, faint breathing noises can be heard within them.

Combat[]

Mannequins are very fast combatants, being able to clear large amounts of distance in a fraction of a second. They can also freely climb and crawl on walls and ceilings. Mannequins are additionally able to launch themselves to the ceiling where they attack the player with projectiles at a distance. However, when standing upright on the ground, Mannequins walk around at the same speed as a Schism. Notably, they are affected by knockback slightly.

Mannequins can fire a single homing Hell Energy projectile identical to Mindflayer projectiles. This projectile starts out slow, but speeds up as it travels through the air. These are easy to parry and make for good healing. The projectiles can be interrupted, although the charging projectile needs to be targeted directly.

If close enough, Mannequins will tend to engage in hand-to-hand combat, dealing a two-hit combo melee attack. Parrying this attack at any point will cause damage to a Mannequin so high that it instantly kills them. Shooting them off of a wall or ceiling can also cause them to fall and stagger upon landing, with a melee punch mid-fall counting as a parry, resulting in an instakill.

Difficulty Changes[]

  • HARMLESS
    • Mannequins move and attack much slower than usual.
  • LENIENT
    • Mannequins move and attack slower than usual.
  • VIOLENT
    • Mannequins move and attack faster than usual.
  • BRUTAL
    • Mannequins move and attack much faster than usual.

Terminal Data[]

For more information, see Terminal

TYPE: Lesser Demon

DATA:
During the departure of the angels after the Disappearance of God, many sinners attempted to escape the Violence layer, braving the labyrinth that lay at its edges, thinking they could find a way out in the absence of Heaven's wardens.

The fools who attempted would realize far too late that angels were not all that kept them from freedom, as the Garden of Forking Paths is no ordinary labyrinth, but with malicious intent, overseen with cunning cruelty.

The halls, similar enough to give no sense of direction, but different enough to grant no familiarity, would eventually exhaust each escapee, and as they fell into a deep sleep, their metamorphosis began.

Each sinner was torn apart joint by joint, their broken and shattered limbs shoved into hollow statues, starting them to life as the flesh and blood of Mannequins.

The gift of death is a rare privilege in Hell, so sinners who attempted to control their fate now lie in eternal agony, unable to now control even their own bodies, which now continue to carry on the same punishment to other unfortunate fools.

STRATEGY:
- Though they are nimble, if a Mannequin is knocked into the air or hit while clinging to a surface, they lose their balance when landing, granting a small window for an easier hit. Those fast enough may even punch them in the air while they're vulnerable, killing them in a single blow.

- Mannequin projectiles can be difficult to avoid due to their homing capabilities, but this makes them even easier to parry with the Feedbacker arm.

- Mannequins are easier to hit with the larger radius of explosives, but are more resistant to them than other weaponry.

Rending Apart[]

Although Mannequins are slippery and fast, they are also very fragile, and most powerful hits will be more than enough to dispatch them. If the player is having trouble keeping track of a Mannequin, the Marksman Revolver is an easy choice if one wishes to keep applying damage.

Despite having a resistance to explosions, a red explosion from a Rocket Launcher airshot is usually enough to significantly weaken one; Mannequins clinging to a ceiling are counted as airborne, allowing an easy powerful blow from a rocket. The Sharpshooter Revolver is an invaluable tool against their projectiles as well, as the explosion caused by that will leave them much weaker. A single hit while they are clinging from walls and ceilings will also leave them stumbled for a short window, allowing the player easy means to safely take one out.

Both their attacks are also good for parrying, as their projectiles are slow and both of their melee attacks can be parried; parrying either of the Mannequin's attacks will instantly kill it. Another method of instakilling them is to punch them with the Feedbacker when they are knocked down from a wall or ceiling, which counts as a parry. Finally, ground slams can launch mannequins in the air where they can be instakilled with an airborne punch.

Patch History[]

Patch 15d (2024/05/13)
  • Fixed Mannequins continuing to be parryable after landing from a launch on Brutal difficulty.
Full Arsenal Update (2024/04/15)
  • Mannequins in the Cyber Grind now spawn on melee tiles instead of projectile tiles.
  • Improved camera angle check for posing Mannequins.
  • Mannequins are now consistently susceptible to ground slams.
Patch 14d (2024/01/18)
  • Mannequins can no longer throw themselves into pits when trying to melee.
Patch 14b (2023/12/24)
  • Fixed Mannequin's charging projectile effect sometimes not disappearing on death.
  • Fixed a bug where Mannequins would sometimes clip into the ceiling and possibly out of bounds if dropping off a wall right next to a ceiling.
VIOLENT NIGHT Update (2023/12/20)
  • Mannequin introduced with the new Violence layer, and now appears in the Cyber Grind.

Trivia[]

  • Faint, raspy breathing can be heard if the player gets close to an idle Mannequin. This is best observed with Blind Enemies enabled, or with passive Mannequins such as those found across some rooms in the Violence layer.
    • Knowledge of this makes Mannequins very similar to Cerberi, in that they are both alive and passive before they attack the player, with some not attacking at all.
    • The sound itself was made by Hakita just gasping into his microphone.[1]
  • Inactive Mannequins change poses when looking away for 1 to a few seconds (can vary).
    • Some poses struck by the Mannequins are very similar to the poses from JoJo's Bizarre Adventure[2].
    • Mannequins changing poses after being looked away from bears a striking resemblance to the behaviour of Weeping Angels from the TV series Doctor Who (or SCP-173).
  • When killed, the remaining body parts of a Mannequin squirt blood for a short period, causing them to stain the environment with blood significantly more than other enemies.
  • It is confirmed that Hell itself is responsible for creating Mannequins after seeing the Guttermen use human corpses as their fuel source.
  • The Mannequin, Mindflayer, and Idol are the only enemies with a feminine appearance.
  • Each Mannequin has 14 hands, as each arm consists of 4 hands and each leg has 3 hands.
  • In the album cover for Violence featuring the three posing Mannequins, their poses are actually translatable, and translates to "GAY" in flag semaphore poses.
  • A Mannequin with maximum Radiance values can survive being parried, which proves that parrying their melee attack is not truly an instant kill.

Gallery[]

References[]

  1. ULTRAKILL Act II Developer Commentary Stream - /// https://youtu.be/qASafL-AN4w?si=4RodktVf6o5kWVeD&t=14407
  2. REDDIT - /// "Wait a minute..."


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