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"If only we knew the suffering that would befall us next..."
This page describes special lore or secret content.
Continue at your own risk!

The Terminal is a yellow touchscreen terminal found mainly in every level’s starting room and before the boss fights (except [ 0-1: INTO THE FIRE ]). The screen lights up when V1 approaches it. It can be interacted with using primary fire key.

The Terminal's main menu has four buttons to the left, used to access its main functions: WEAPONS, ENEMIES, THE CYBER GRIND, and SANDBOX. It also has a TIP OF THE DAY, which is different for every level.

Weapons[]

From the Weapons tab, you can view information about each weapon variant, view how many points are owned on the top right of the screen, and purchase any of the available variants and/or equip any unlocked Alternate versions for each, as well as view each weapon's data entry and gameplay tips, equip weapon color presets unlocked with Soul Orbs, or purchase the ability to create custom colors for a weapon for 1,000,000P each.

Additionally, you can change the priority of each variant, determining the order that V1 cycles through them; a variant with first priority is automatically equipped when switching to that weapon.

The WEAPONS tab is currently the only part of the game where the player's total points are displayed.

The following is a list of the available weapon variants, their descriptions and their prices.

Weapons
Weapon Form Description Price
Revolver Blue - Piercer Hold Alt Fire to charge a 3-hit beam.

Requires cooldown.

N/A: Unlocked in [ 0-1: INTO THE FIRE ]
Green - Marksman Press Alt Fire to throw a coin.

Hit an airborne coin to deflect your shot into the nearest enemy's weakpoint.

Coins can be chained.

7,500P
Red - Sharpshooter Hold Alt Fire to charge a piercing beam that ricochets off surfaces. Can destroy projectiles. 25,000P
Blue (ALT) - Slab Revolver Hold Alt Fire to charge a 6-hit beam.

Requires cooldown.

Damage increased by 1.

Fire Rate increased by 0.82s

Cooldown for charged shot increased by 2.86s

N/A: Unlocked after activating all 4 Slab Switches scattered across all of the limbo levels
Green (ALT) - Slab Marksman Damage increased by 1.

Fire Rate increased by 0.82s

Red (ALT) - Slab Sharpshooter Damage increased by 1

Fire Rate increased by 0.82s

Alternate fire now only has one charge, can shoot after 0.4 s, bounces one more time

Shotgun Blue - Core Eject Press Alt Fire to overheat and launch the shotgun's cores.

Hold to charge distance.

Explodes on impact.

N/A: Unlocked in [ 0-3: DOUBLE DOWN ] or through a secret in [ 0-2: THE MEATGRINDER ]
Green - Pump Charge Press Alt Fire to pump your shotgun, increasing the power and decreasing the accuracy of your next shot.

Too many pumps will cause an explosion when fired.

12,500P
Red - Sawed-on Hold Alt Fire to rev chainsaw.

Release to launch, piercing enemies and returning back.

Can be punched to keep active.

25,000P
Nailgun Blue - Attractor Alt fire to shoot a magnet that pulls all nearby nails towards it.

Magnets stick to surfaces and enemies and can be broken with hitscan weapons.

N/A: Unlocked in [ 1-1: HEART OF THE SUNRISE ]
Green - Overheat Alt fire while shooting to overheat for a quick burst of high damage at the cost of a heatsink.

Heatsinks recharge while not firing.

25,000P
Red - JumpStart Press Alt Fire to attach a cable that slowly charges a powerful electric shock.

Attached cables persist when switching weapons.

35,000P
Blue (ALT) - Attractor Sawblade Launcher Alt fire to shoot a magnet that will make nearby saws circle around it. N/A: Unlocked through a secret in [ 4-4: CLAIR DE SOLEIL ]
Green (ALT) - Overheat Sawblade Launcher Alt fire to shoot an incendiary saw that can pierce for multiple hits at the cost of a heatsink.
Railcannon Blue - Electric A powerful instant piercing shot.

Pierces through all enemies. Pay attention to your positioning to maximize destruction.

Don't use in water.

N/A: Unlocked in [ 2-2: DEATH AT 20,000 VOLTS ]
Green - Screwdriver Fires a powerful drill that sticks to an enemy and deals damage overtime.

The drill causes enemies to bleed continuously with extra healing range.

100,000P
Red - Malicious Fires an instant beam that causes a large explosion on impact, similar to a certain familiar face.

Wipes out groups of weak enemies with ease.

100,000P
Rocket Launcher Blue - Freezeframe Press Alt Fire to freeze rockets.

Frozen rockets will have a larger blast radius and will stay frozen even when switching weapons.

N/A: Unlocked in [ 5-3: SHIP OF FOOLS ]
Green - S.R.S. Cannon Press Alt Fire to launch cannonball.

Hold to charge distance.

No one knows what S.R.S. stands for.

75,000P
Red - Firestarter Hold Alt Fire to spray gasoline, making non-flammable enemies flammable.

Can also be sprayed on the environment to create walls of fire.

75,000P
Arms Blue - Feedbacker Fast punch with decent damage.

Can parry projectile attacks, including shotgun shots and coins.

N/A: Default
Red - Knuckleblaster Slow punch with high damage and knockback.

Hold Punch to blast shells inside the knuckles, causing a shockwave that knocks surrounding enemies away.

N/A: Obtained in [ 1-4: CLAIR DE LUNE ]
Green - Whiplash A winch with a spear. Hold to throw, release to pull.

Can pull light enemies and items, will get pulled to heavy enemies and grapple points.

N/A: Obtained in [ 4-4: CLAIR DE SOLEIL ]
Gold - ???

Enemies[]

The Enemies tab shows a grid of thumbnails featuring most of the enemies V1 has encountered thus far; selecting each of these images will show a small spinning model of the enemy alongside lore and combat advice.

Data about enemies is unlocked in two stages. Upon an enemy spawning for the first time, it is unlocked in the Terminal, including everything except the enemy's lore. The lore is unlocked when the enemy dies. Some enemies are exceptions to this rule:

Each of the enemies' profiles has a background color corresponding to what group they belong to; Husks are red, Machines are blue, Demons are green, Angels are yellow, ???/Miscellaneous are light grey and Prime Souls are dark grey. They are further divided into "tiers" from Lesser X to Greater X to Supreme X. For instance, Filth are Lesser Husks while Hideous Mass is a Greater Demon.

Terminal Data for each enemy can be found on its corresponding page; to browse a list of enemies, see Enemies.

Certain enemies do not appear in the terminals either because they are jokes or not canon, or the devs are being lazy. these include: Big Johninator, Mysterious Druid Knight (& Owl), both Swordmachines "Tundra" and "Agony", both Sisyphean Insurrectionists "Angry" and "Rude", Cancerous Rodent, Very Cancerous Rodent, 1000-THR Defense System, and Puppet.

The Cyber Grind[]

The Terminal can be used to access The Cyber Grind at any point, rather than going back to the main menu. When in the Cyber Grind, this option instead leads back to the level you came from, or back to the main menu.

Sandbox[]

The Terminal can also be used to access the Sandbox as well. Similar to The Cyber Grind, the option returns you to the level you came from, or back to the main menu.

Tip of the Day[]

Each mission has a "Tip of the Day", viewable on the Terminal's main menu. These typically give helpful advice and tips for the next area or for newly-acquired Weapons.

The Tip of the Day for each Mission can be found on its corresponding page; to browse a list of missions, see Levels.

Tips of the Day
Act Layer Level Tip Notes
Sandbox N/A N/A Cheats can be enabled in other levels by inputting

↑ ↑ ↓ ↓ ← → ← → B A

Enabling cheats will disable ranks

"Spawner Arm in slot 6"
The Cyber Grind N/A N/A If blown too far off the arena, PUMP CHARGE's overcharge is a good way to get back. Other movement options surpass the Pump Charge's effectiveness for returning to the stage, but the Pump Charge can be purchased as soon as [ 0-2: THE MEATGRINDER ], while both the Whiplash and the Freezeframe Rocket Launcher cannot be acquired until partway through Act II.
Developer Museum N/A N/A You can pick up the cut weapons on the second floor. Cut weapons are accessible via slot 6, appearing after the Spawner Arm if it is enabled.
Prelude Overture: The Mouth of Hell [ 0-1: INTO THE FIRE ] N/A This level has no Terminal.
[ 0-2: THE MEATGRINDER ] The Revolver deals locational damage.

A headshot deals 2x damage and a limbshot deals 1.5x damage.

Only attacks from the stock revolver benefit from locational damage; other hitscan weapons (including the Alternate Revolver) will not deal additional damage to most enemies' heads or limbs.
[ 0-3: DOUBLE DOWN ] Dash: Fully invincible, costs stamina

Slide: Greater distance, no invincibility

Jump: Quickly out of melee range, less control

Helpful tips for the upcoming Swordsmachine fight. Don't waste your stamina!
[ 0-4: A ONE-MACHINE ARMY ] Shotgun parries:

A point-blank Shotgun shot to the torso right before an enemy attack lands will deal massive damage.

Shotguns can be used to parry attacks. VERY effective against Swordsmachines and Malicious Faces.

"You can punch the shotgun pellets, you can PUNCH THE SHOTGUN PELLETS from your shotgun and make them faster and explode." -Civvie 11

[ 0-5: CERBERUS ] Attack sound cues allow you to keep track of enemies who are off screen. Can be tested on the upcoming Cerberi; keeping tabs on off-screen enemies is a valuable skill at all levels of play.
Act 1: Infinite Hyperdeath Layer 1: Limbo [ 1-1: HEART OF THE SUNRISE ] Some enemies make idle sounds to make them easier to track. A tip for the upcoming Drones. Listen for a distinct chirping noise if you lose track of them.
[ 1-2: THE BURNING WORLD ] Use the ATTRACTOR NAILGUN's magnets to form concentrated orbs of nails that can be moved around using the pull force of other magnets. Advice for the Nailgun acquired in the last level.
[ 1-3: HALLS OF SACRED REMAINS ] Enemies can hurt other enemy types.

With quick thinking and positioning, powerful enemies can turn into powerful weapons.

Friendly Fire!
[ 1-4: CLAIR DE LUNE ] The ATTRACTOR NAILGUN's magnets can be attached to enemies to make mobile targets easy to hit with nails. Example of effective damage-dealing to V2.
Layer 2: Lust [ 2-1: BRIDGEBURNER ] Enemies scream when falling from a fatal height. The screams are very funny. Can also help with target prioritization.
[ 2-2: DEATH AT 20,000 VOLTS ] Slam Bouncing: Jump immediately after landing from a ground slam to jump higher.

The longer the ground slam fall, the higher the bounce.

Squash and some air time.
[ 2-3: SHEER HEART ATTACK ] RAILCANNON variations all share the same cooldown. Choose wisely which variation best fits the situation. Advice for using your shiny new Railcannons :)
[ 2-4: COURT OF THE CORPSE KING ] SLIDING will retain previous momentum for a short amount of time.

Chaining quick SLIDE JUMPS after a DASH JUMP will give you incredible sustained speed.

Useful for getting through the level faster.
Layer 3: Gluttony [ 3-1: BELLY OF THE BEAST ] Environmental hazards such as harmful liquids will hurt enemies as well. This level introduces acid.
[ 3-2: IN THE FLESH ] If you're having trouble keeping up with a tough enemy, stand back and observe.

Every enemy has its tells and patterns and learning those can be your key to victory.

Helpful advice for the fight against Gabriel, as well as just about every enemy in the game.
[ P-1: SOUL SURVIVOR ] Parries can be used as a powerful healing tool. Parrying any enemy projectile or melee attack will fully replenish your health up to the Hard Damage limit. Parrying is very useful for this level against Flesh Prison and Minos Prime, as healing is difficult in this stage, especially against the Flesh Prison.
Act 2: Imperfect Hatred Layer 4: Greed [ 4-1: SLAVES TO POWER ] HITSCAN weapons can be used to hit the shotgun's CORE EJECT in mid-air to increase its damage and blast radius. Informs unaware players of Core Snipes and Core Nukes.
[ 4-2: GOD DAMN THE SUN ] POWER-UPS can be stacked. There's no upper limit to the number of Dual Wield power ups that can be equipped at once. Moar dakka!
[ 4-3: A SHOT IN THE DARK ] Hitting an enemy with only the edge of an explosion will launch them without dealing much damage, making it a risky but effective tool against Stalkers. Advice to use Core Ejects, Projectile Boosts, and ground slams against Stalkers. Becomes more useful once you obtain the Rocket Launcher.
[ 4-4: CLAIR DE SOLEIL ] Airborne coins can be shot with any hitscan weapon. Tip against V2's coins. Also tips off unaware players that the Piercer's and Sharpshooter's charged shots and the Electric and Malicious Railcannons can ricochet off coins.
Layer 5: Wrath [5-1: IN THE WAKE OF POSEIDON ] Falling underwater is slow, but a ground slam allows for a quick return to the ground. A good tip for mobility underwater, which is where most of the level is.
[ 5-2: WAVES OF THE STARLESS SEA ] Sliding onto water will cause one to skip across its surface. A tip for navigating the level via Skimming, and hinting how to get to one of the Soul Orbs.
[ 5-3: SHIP OF FOOLS ] If an enemy is blessed by an Idol, a direct visible connection is formed between the two, allowing one to easily track down and destroy the protector. A tip to help players figure out where the Idol is in the staircase room. Since it is the only Idol in this level, the tip was likely put here because the enemy was introduced in the previous level.
[ 5-3: SHIP OF FOOLS (Sunken) ] Ow. Terminal fell and got an ouchie :(
[ 5-4: LEVIATHAN ] Explosions deflect projectiles. If an explosion is caused right from where an enemy shoots a projectile, it can backfire and hit them instead. A good use for the Rocket Launcher, and a tip for the upcoming Leviathan fight.
Layer 6: Heresy [ 6-1: CRY FOR THE WEEPER ] The space of a large arena can be used to one's advantage. Using the environment to break line-of-sight with enemies allows for some breathing room and time to consider target prioritization. Advice for breaking line of sight with ranged enemies, from the numerous Strays and Soldiers to the Sentry and returning Swordsmachine.
[ 6-2: AESTHETICS OF HATE ] DON'T WASTE STAMINA!

Dashing needlessly while fighting aggressive foes will quickly cause one to have none left when it is most needed.

Helpful advice for multiple boss fights (including the upcoming rematch with Gabriel) and heavier hitting attacks from normal enemies, such as Sentries.
[ P-2: WAIT OF THE WORLD ] H a v e f u n . A good mindset can help one persevere through even the toughest challenges. Additionally, games are meant to be fun. If you're not having fun, try something else and come back to it later when you're less burnt out. If it's not fun, why bother?
Act 3: Godfist Suicide Layer 7: Violence [ 7-1: GARDEN OF FORKING PATHS ] Homing projectiles may be more difficult to dodge, but their tracking and slower speed makes them much easier to parry. Helpful advice for fighting Mannequins, which appear a lot in this level.
[ 7-2: LIGHT UP THE NIGHT ] Mannequins may be hard to hit due to their speed, but they lose air control when launched or shot down from a surface, making them unable to move for a short moment. Helpful advice for fighting Mannequins, which appear a little in this level.
[ 7-3: NO SOUND, NO MEMORY ] The Knuckleblaster's blast wave is also capable of breaking a Gutterman's shield, and is much easier to land in a chaotic scenario. A useful technique for defeating Guttermen, especially when there are multiple of them.
[ 7-4: ...LIKE ANTENNAS TO HEAVEN ] A direct hit from a Knuckleblaster has extremely powerful knockback, making it extremely powerful for launching enemies into pits and other environmental hazards. A good way of dealing with enemies both on the exterior and interior sections of the level.
[7-S: HELL BATH NO FURY] Didn't expected me, huh? The terminal in this level is most likely placed there to make players think it's just a normal level.

Trivia[]

(NOTE: Some of these will likely become outdated following the release of future Acts.)

  • The song that the terminals play is called "Take Care" and is based on the song "Were You Foolin'" as performed by the Russ Morgan Orchestra.
  • It is possible to unequip every weapon, including V1's arms; fortunately, V1 can still interact with the Terminal via its latent psychic powers.
    • Unequipping all of V1's arms (excluding the Whiplash) and attempting to melee prompts the message "CAN'T PUNCH IF YOU HAVE NO ARM EQUIPPED, DUMBASS", and beneath it, "Arms can be re-equipped at the shop"
  • Terminals can be interacted with using weapons instead of arms from certain angles. Clicking buttons in this way will also discharge the weapon, giving the impression that V1 is shooting the terminal to input commands, which is sick as fuck.
  • Terminal data for enemies can be unlocked before their first appearance in a level by fighting them within The Cyber Grind. Similarly, if the enemy has been encountered but not killed, their lore data can be unlocked by spawning them in the Sandbox and killing them there.
  • The display for enemies and weapons are actual 3D models, rather than flat images.
  • There is a large amount of information in-game to indicate that the Terminals are sentient.
    • In the terminal entry of [ P-1: SOUL SURVIVOR ], it is explained how the Terminals function and why they were created.
      • In the above-mentioned entry, it is also suggested that the Terminals might be sentient to some degree, being capable of shyness and using music to form a symbiotic relationship with other machines.
    • The terminal entry in [ P-2: WAIT OF THE WORLD ] further pushes the idea that the terminals are sentient, explaining that they communicate with each other and grade the battle footage taken from the machines that travel through the elevator system and reward Points based on the entertainment value, which the machines can then use for new weaponry; this canonizes both the Style Meter and end-of-level rankings.
      • The terminals have also created a sort of "social hierarchy" where the machines who collect the most entertaining battle data are more highly regarded than those whose battles are poorer quality; this appears to be the basis for the "Lesser", "Greater", and "Supreme" enemy classification tiers. (If this is the case then how did they get the combat footage of Earthmover?)
      • The terminals themselves also host The Cyber Grind as a sort of "live entertainment", as machines can connect to it to simulate battles safely without the risk of being killed.
    • In [ 5-3: SHIP OF FOOLS ] after the ship flips, the terminal at the start of the level can be found knocked over on the floor of the exit (previously entrance) of the level, displaying a new Tip of the Day: "Ow." This suggests that the terminals can react to the environment around them. It also proposes the idea that they can either feel pain or have a sense of humor.
  • If the player has more than 1,000,000,000 (one billion) P, instead of displaying the correct number, it will display: "LIKE, A LOT OF P"
  • Originally, Shop Terminals were colored red to match the palette of the elevator rooms,[1] but early testers had problems noticing them, so they were recolored yellow to pop out better. Players still were missing the Shop Terminals despite this, with some players mistaking the dormant Cerberus at the start of [ 0-2: THE MEATGRINDER ] for the shop instead, akin to Devil May Cry's Divinity Statues. Ultimately, the start room with the game's first Shop Terminal was given a unique door that locks the player from accessing the level on their first playthrough until the terminal is interacted with.[2]
  • When leaving a terminal, if you pause the game right before the music begins to fade the pitch of "Take Care" is toned down, this can be repeated by continuously unpausing and resuming the gameplay, decreasing the pitch even further.

References[]

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