"If only we knew the suffering that would befall us next..."
This page describes special lore or secret content.
Continue at your own risk!
For more information about other missions, see Levels
H a v ef u n .
- The Tip of the Day.
WAIT OF THE WORLD is the second Prime Sanctum, accessed through the hidden Perfect Door in [ 6-2: AESTHETICS OF HATE ]. The door will only open upon achieving a "Perfect" rank on every mission in Act II, as well as completing [ P-1: SOUL SURVIVOR ]. Note that P-ranking P-1 is not a requirement to open the door, though it is highly recommended, as not even being that good is enough for consistency on P-2.
P-2 is a significant step up in difficulty from P-1, featuring not only an extremely powerful, multi-phase boss fight, but also a gauntlet of arenas with tight rooms, many enemies, several absolutely diabolical Idols, and almost every non-story boss the player has encountered so far.
Contents
- 1 Major Areas
- 1.1 Downtown of Dis
- 1.1.1 Boss Shortcut
- 1.1.2 Intro, Weezer Room
- 1.1.3 Bridge
- 1.1.4 Tiny Hallway
- 1.1.5 Plaza
- 1.1.6 Bridge (Again)
- 1.2 Spinning Tunnel of Blood
- 1.3 Chamber of the Stalker
- 1.4 Inner Sanctum
- 1.5 Panopticon Sanctum
- 1.6 Terminal Data 02
- 1.1 Downtown of Dis
- 2 Ranking Requirements
- 3 Trivia
- 3.1 Gameplay
- 3.2 Development
- 3.3 References
- 3.4 Lore
- 3.5 Misc
Major Areas[]
Downtown of Dis[]
A red tinted palace, where it rains blood (no, it doesn't heal you). The windows are stained red in a macabre display, taking after Heresy's color palette. There is a clear roundabout path to take, or it can be skipped by climbing up a wall in a narrow alleyway directly ahead.
Boss Shortcut[]
If the player gets up to the first overhead bridge upon entering the level (via slam storage, rocket riding, etc.) and turns to the left, a small door will open provided they have encountered the Flesh Panopticon beforehand. The player will see two rooms of flowing blood; falling into the blood will instantly kill you, so use the slingshot orbs to use to traverse over them. After that, the player will encounter a glass floor at the end of the hall; shooting it will break it and land them straight on the elevator to the boss room. Note that it is still required to play the full level for a P-Rank; this shortcut is simply for practice.
Intro, Weezer Room[]
It takes about thirty seconds of walking to reach to the first Arena, which is an extremely small dark room which activates as soon as V1 comes close to the exit door.
- Initially, 4 Cerberi appear abruptly as the lights come on.
- Once 2 of the Cerberi are killed, a Ferryman spawns in the middle of the arena.
- Once all of the Cerberi are killed, or when the Ferryman is killed, 2 Virtues close to each other will appear, but outside the arena.
Defeating all Cerberi and the Ferryman will open the door, allowing access to the Virtues.
Dubbed "The Weezer Room" due to the Cerberi's formation looking like an image of the band Weezer.
Bridge[]
Entering into a larger area resembling a street, with a door locked by a blue pedestal to the left, where the two Virtues which spawned in the previous encounter will be present. The only option is to head down the path to the right, where four Schisms, a Swordsmachine, two Sentries, and a Mindflayer will spawn. An Idol will also spawn in the Plaza, which is inaccessible and will bless the Mindflayer. The Mindflayer will thus be invincible for the current room, does not need to be killed to progress, and will follow the player.
Tiny Hallway[]
Leading into a tight corridor, a Cerberus spawns in with two Streetcleaners, which must be defeated to progress into the Plaza.
Plaza[]
Entering into a large, auditorium-like chamber, the Idol that has been blessing the very persistent Mindflayer from the previous rooms will be visible inside a protective glass box alongside another Idol in an identical box, which blesses another Mindflayer that spawns upon entering the room. These two Mindflayers will thus be constant nuisances for this entire arena. At the same time, two Swordsmachines will appear on both sides of the room, and a Sentry spawns near the Idols. After killing these, two Virtues enter the fight, along with two Malicious Faces. Once these are defeated, the glass around both Idols will open, allowing them to be smashed and finally rendering the two Mindflayers open to attack. Upon killing the Mindflayers, a final container will open, exposing the Blue Skull.
Bridge (Again)[]
Backtracking across the bridge, skull in hand, the Arena activates again; two Sisyphean Insurrectionists will burst from the gore river and drop down onto the bridge, just before the checkpoint. The first one will spawn just in front of the entrance to the hallway, and the other will shortly drop after at V1's location.
Spinning Tunnel of Blood[]
Upon first entering, there are two platforms in the middle of a seemingly rotating tunnel of blood. From here, two Malicious Faces and two Virtues spawn, one above each platform, along with a Sentry at the far end by the door.
This door leads to a replica of the last chamber, with two Cerberus and two Sentries spawning, one on each platform, and a Malicious Face at the end. The gate at the end of this room leads to the final arena of the level.
The spinning blood itself is a stage hazard, dealing 30 damage per tick to the player upon contact. As this does not teleport V1 back, finding a way to quickly get to safe ground is a must.
Chamber of the Stalker[]
Once inside of a large, court-like room, a Ferryman, four Strays, two Swordsmachines and a Stalker appear. This room also contains two more Idols, housed inside indestructible glass cases. One of the Idols does nothing, while the other blesses the Stalker, allowing it to survive its self-destruct, thus giving it the potential to sand every enemy in the room if left unchecked.
Upon killing all but the Idols and Stalker, a Hideous Mass spawns in, which the idle Idol blesses immediately. At the same time, four Sentries, one at each corner of the chamber, appear all at once. The blessed Stalker will always attempt to sand the Hideous Mass first, meaning it is virtually impossible to prevent the Hideous Mass from being sanded without constant management before it can be made vulnerable.
Once the Sentries are defeated, three Cerberi spawn around the Mass in the center of the room, along with three Virtues, appearing far above. At the same time, the glass barrier protecting the Idol blessing the Hideous Mass lifts away. Upon the defeat of all enemies in the room, save for the blessed Stalker, the glass around the first Idol will finally retract, allowing it to be destroyed, which at last exposes the defenseless Stalker to receive the agonizing death it so richly deserves.
Once this arena is completed, the rain stops and the gate to the next room is opened, revealing a chain-supported lift that leads down to the true Prime Sanctum.
If the blessed Stalker somehow dies early, the glass on its Idol retracts as a failsafe. A way to do this is to fire a frozen Freezeframe rocket in the spawn position of the blessed Stalker. If done correctly, the Stalker will explode, causing the Idol to bless the Ferryman and the protective glass around the Idol to retract. This strategy may be patched, but further testing is required.
Inner Sanctum[]
Descending into the Sanctum reveals a large, grey-tinted, tunnel-like room with a great gate in front and a screen displaying buttons to unlock three locks labelled A, B, and C. Unlocking them all opens the great door to the next area, housing another screen with a boss gate blocking your path. Upon pressing the button to open the door, the screen gives you a choice. Both answers has a different response but will open the door anyways.
Selecting Yes:
FOLLOW PROTOCOL
ㅤ
DO NOT APPROACH IT
ㅤ
DO NOT LET IT
LOOK AT YOU
ㅤ
STAY VIGILANT,
AND MOST IMPORTANTLY
ㅤ
have fun!
ㅤ
Selecting No:
HAHAHAHAHAHAHAHAHA
HAHAHAHAHAHAHAHAHA
HAHAHAHAHAHAHAHAHA
HAHAHAHAHAHAHAHAHA
HAHAHAHAHAHAHAHAHA
HAHAHAHAHAHAHAHAHA
ㅤ
as if
you had
a choice
ㅤ
Panopticon Sanctum[]
A large octagonal room houses the Flesh Panopticon. The room itself has many red doors in the style of the Heresy layer, while the Panopticon itself lies in the center of it all.
The battle against the Flesh Panopticon, being cut short, leads directly into the fight against Sisyphus Prime, after which the exit door in the back of the room opens, leading to one final Terminal and the end of the level.
Terminal Data 02[]
The Secret Terminal at the end of this level contains Terminal Data 02.
TERMINAL DATA 02 [ENCRYPTED]
AN UPDATE ON TERMINALS
(NOTE: THIS IS ALL STILL UNDER INVESTIGATION!!! Do not share until we have verified all claims AND FINISHED THE DRAFT!!!! If this leaks like the last draft there won't be enough money on the entire damn planet to pay your legal fees.)Since the previous report, more powerful communication equipment has been succesfully[sic] designed and built, made possible thanks to the generous donations of [INSERT COMPANY BEING PRESENTED TO] whom we hold in high regard. With this new equipment, we have managed to re-establish a connection with some of the higher end machines that were left behind after the Hell exploration and excavation project was abruptly cancelled due to [ERROR: sAmsGS3JTIU].
What we have discovered is truly remarkable and, IF PROVEN TRUE BEYOND REASONABLE DOUBT, revolutionary to the entire robotics community:
Boredom.
The terminals, unable to move, have grown bored. While they are connected to each other and able to communicate amongst themselves, once the connection to the surface was cut, they were getting no new input, therefore stalling all communication to repetitions of already known information.It is unknown how similar this "boredom" is to actual emotion or what has caused it, but it has lead to a symbiotic relationship with other machines. Essentially, the terminals scavenge whatever they can via their teleportation systems and trade those supplies and resources with the machines that were left behind in Hell, in exchange for entertainment.
That is, the machines record their battles for survival in Hell and the footage is graded based on its entertainment value and used as "points" in exchange for goods and services such as new weaponry.
It seems that this relationship has become so deeply ingrained into the existence of the terminals that they have developed a social hierarchy, wherein those who collect the most entertaining battle data are considered in higher regard than those whose findings are of poorer quality.
More recently, the terminals have also collected enough data to create a simulation space which they let machines plug into called "The Cyber Grind", which allows the machines to simulate battles in a safe environment without the threat of being destroyed, which the terminals watch in real time as a kind of live entertainment.
These findings are truly extraordinary, and though we too find it hard to believe, all the information we can manage to gather validates these claims. If we can prove it with certainty [AND IF THIS DRAFT DOESN'T f*ckING LEAK AGAIN], this will cause a paradigm shift that will require re-evaluation of everything we thought we knew about blood-fuelled[sic] machinery.
END OF DATA 02. For more information on the cancelled Hell exploration and excavation project, see DATA 00: [LINK REMOVED].
Ranking Requirements[]
Rank | Kills | Time | Style |
---|---|---|---|
S | 59 | 10:20 | 36000 |
A | 55 | 11:20 | 30000 |
B | 40 | 13:20 | 20000 |
C | 20 | 20:20 | 7500 |
Trivia[]
Gameplay[]
- The Ferryman in the Intro arena is the first time one is seen outside of [ 5-2: WAVES OF THE STARLESS SEA ] or the Cyber Grind.
- Unlike the first Prime Sanctum, [ P-1: SOUL SURVIVOR ], whose sole purpose is to house the Flesh Prison and Minos Prime, P-2 is a fully-fledged level with rooms, arenas, and plenty of enemies leading up to the actual boss encounter. Seemingly aware of how this difference would catch many players off guard, the first arena in the level is not marked by a locked door until the moment the fight begins, the main battle theme does not start until after the first arena is completed, and the checkpoint before the intro is completely unnoticeable. (This makes it super f*cking hard)
- Like [ 1-S: THE WITLESS ], this level returns the player to [ 6-2: AESTHETICS OF HATE ] upon completion instead of the next level in sequence, so that the transition to ACT III does not occur without the intermission cutscene.
- P-2 has the current highest S-rank requirement for Style in the game.
- It also has the current longest S-rank time requirement in the game, technically meaning it's the game's new longest level.
- It beats the two previous longest ([ 1-3: HALLS OF SACRED REMAINS ] & [ 5-3: SHIP OF FOOLS ]) by two minutes and twenty seconds.
- P-2 introduces four new Style Bonuses that can only be performed in this level.
- The first is +SCRONGLED, which is displayed upon throwing enemies into the large river of flowing gore, in the Bridge Arena.
- The second is +ENVIROKILL, which is displayed by throwing enemies into the blood in the spiralling tunnel. However, it does not show up on the style meter.
- The third is +SCRONGBONGLED, which is displayed upon throwing enemies in the pool of blood underneath the elevator that leads to the final arena.
- The fourth is +SCRINDONGULODED, which is displayed upon throwing enemies in the pool of blood that lies along the shortcut path to the final arena.
Development[]
- In the 2024 Commentary Livestream, Hakita explained that the absolutely abhorrent level design was because he "thought it was funny", explaining that "every area is like a punchline".
- Theme #1 of P-2, titled "Tenebre Rosso Sangue", is the theme for the arenas leading up to the inner sanctum, and was written by guest artist KEYGEN CHURCH, aka MASTER BOOT RECORD. Keygen Church actually reached out to Hakita after Ultrakill fans would point out Keygen Church music would fit ion Ultrakill. Hakita replied it was the best time to ask to make the track for this level.
- Theme #2, titled "Pandemonium", is the theme of the Flesh Panopticon, and was written by Hakita.
- The word "pandemonium" refers to wild uproar and noisy confusion, mirroring the Flesh Prison's theme "CHAOS". The title of this song could also be a reference to the Pandemonium from John Milton's Paradise Lost. In Paradise Lost, the Pandemonium is a conference hall where the many demons plot how to best seek revenge against God.
- Theme #3, "WAR", is the theme of Sisyphus Prime, written by Hakita.
- "UltraChurch" is a song Master Boot Record wrote before making "Tenebre Rosso Sangue". He describes the track as a nod to "Running From Evil" from the Doom II: Hell on Earth soundtrack.
- The cover art for "UltraChurch" is by Valenberg, and was an earlier version of the "Tenebre Rosso Sangue" cover, the final version of which is also by Valenberg.
- During the build-up to the release of the Wait of the World Update, a two-part ARG revolving around P-2 was hosted by Hakita, Master Boot Record, and lead 3D artist Victoria Holland. Community members have compiled a Google Doc summarizing the findings for both Part 1 and Part 2.
- Many correctly theorized that PANOPTICON was the Flesh Prison for P-2, due to their similar appearances and the fact that a panopticon is a type of correctional facility.
- The ASCII art file also includes the telnet address for aNACHRONiST's bulletin board system, aBSiNTHE BBS, which is common practice in the underground BBS community. The server, running on an Amiga 1200, was accidentally DDoSed the day of the ARG by thousands of users thinking it was part of the puzzle.
- If you wish to check out aBSiNTHE BBS for yourself, Master Boot Record recommends the use of the SyncTERM terminal program to preserve the intended look of the server's ASCII art. (Also try not to DDoS it again)
- The reward for Part 2 of the ARG was a lore entry describing enemy teleportation, the augmentation of Husks, and the nature of Hell itself.
- According to Hakita, this level took the longest to develop, with the development time being 6 months.
References[]
- The name "Wait of the World" is a play on words of the phrase "weight of the world". It is also a reference to the Kayo Dot song "The Wait of the World".
- The title of the level theme "Tenebre Rosso Sangue" translates to "Blood Red Darkness" in Italian.
Lore[]
- In the Panopticon Sanctum, there are many inaccessible doors present in the room. Due to the Flesh Panopticon's nature of being a Panopticon itself, one can assume that the other doors are supposed to be prison cells, but go unused due to the Prime Soul already forming.
- It is worth noting that while [ 6-1: CRY FOR THE WEEPER ] and [ 6-2: AESTHETICS OF HATE ] take place above the city of Dis, P-2 takes place directly in the city of Dis. This is only notable at the beginning because most of the city you can see is chambers and not the entire city itself.
Misc[]
- The ceiling-hanging lanterns in this level have unique properties. They are not considered a solid object but still have all collision, which means that coins landed on a lantern will remain active and can still perform ricoshots, despite being landed on a solid surface.
- In the streets, the windows of buildings get smaller the higher they are, giving an illusion of buildings being taller than they actually are.
- This is the only level to have its combat theme cease while an enemy is still present.
- The Intro arena is sometimes referred to by the community as the Weezer Room, for the imagery of the four Cerberi and its similarity to the composition of multiple of Weezer's album covers.
- This level has the most amount of unique themes, not counting calm and combat variants, which is 4.
- The intro theme of P-2 is a short, corrupted loop of "Weihnachten am Klavier" by Adolph Gluck.
- The title translates to "Christmas at the Piano" in German.
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