ULTRAKILL’s secret levels deliver pulse-pounding challenges that test precision, awareness, and quick thinking. Among them, 0-S: SOMETHING WICKED stands out as a harrowing Prelude secret, plunging players into utter darkness pursued by an relentless foe. This guide breaks down every aspect, from entry to exit, empowering you to claim victory without frustration.
Unlocking the Hidden Path to 0-S
Accessing SOMETHING WICKED requires venturing into 0-2: THE MEATGRINDER, a brutal early mission. Look for a concealed entrance tucked away in this level’s chaotic layout. Specific triggers, like precise jumps or hidden switches, reveal the portal—often near environmental hazards that demand sharp movement mastery.
Once inside, the atmosphere shifts dramatically. Expect zero visibility, forcing reliance on audio cues and minimal light sources. You’re stripped to basics: the Piercer Revolver for ranged pokes and the Feedbacker arm for close-quarters survival. No other gear allowed, heightening tension from the start.
Deciphering the Pitch-Black Labyrinth
The level unfolds in a vast, multi-level maze buried deep underground. Cardinal directions guide navigation—north, east, south, west—marked by subtle environmental keys like elevated intersections and staircases. A mental map is crucial; visualize the layout as a grid with safe zones and peril points.
Key landmarks include:
- Starting Chamber: Your spawn point, safe initially for planning.
- Blue Skull Podium: Northeastern altar for the first objective.
- Red Skull Podium: Northwestern depression, final goal.
- Cerberus Statue: Mid-map marker, also a spawn for the enemy.
- Central Intersection: High-traffic danger zone.
Wall-jumps and slides access vertical variations. Low-ceiling areas act as sanctuaries, blocking larger threats.
Skull Mechanics: Your Light in the Void
Two glowing skulls serve as objectives and makeshift lanterns. Grabbing the blue skull first illuminates paths; a melee punch amplifies its glow temporarily, revealing corridors. Whiplash (Feedbacker’s grapple) lets you snag and carry them remotely, extending light reach—ideal for scouting.
Sequence is fixed:
- Head north from spawn to seize the blue skull.
- Navigate east, north, west through rooms to the blue altar (northeast stairs).
- Place it; red skull appears in its chamber.
- Grab red, dash west to northwest low area, wall-jump up, south to red altar.
Pro tip: Grappling skulls avoids door softlocks. Returning skulls despawns the enemy temporarily, enabling resets.
Confronting Something Wicked: The Indestructible Hunter
Something Wicked awakens post-blue skull placement—a swift, 1000-damage behemoth that phases through walls, ignoring destruction. It spawns at farthest points: red destination or Cerberus statue, then patrols with a low buzz.
| Behavior | Audio Cue | Counter |
|---|---|---|
| Patrolling | Low hum | Stay silent, move perpendicular |
| Hunting | Ghastly screech | Backpedal, revolver shot to teleport |
| Ambush Prep | Silence in safe zones | Slide out explosively |
Revolver shots teleport it away briefly; chain with punches for space. Knuckleblaster explosions (if swapped) shield hits. Reduce damage taken via assists to 9% for survival.
Step-by-Step Navigation Blueprint
From spawn: North to blue skull. Exit east, north twice, west in big room, north at raised hub (brace for encounter), east at crossroads, north down stairs to blue altar. Place, grab red, west fully to blue corner—jump ledge, south to red podium.
Path string for precision: N-E-N-N-W-N-E-N (to blue), then W-S^ (upjump south). Post-red placement, enemy despawns—relax for rewards.
Advanced Tactics and Exploits
Safe havens: Low ceilings or slide-only spots. Northwest pit requires wall-jumps but shields perfectly. Repeatedly whiplash blue skull from start to troll-spawn the enemy afar.
Style farming? Minimal enemies limit it, but perfect dodges build meter. P-rank demands speed: under 2 minutes viable with practice.
- Grapple-enhanced visibility for speedruns.
- Shotgun swap? No—Feedbacker only enforces revolver focus.
- Despawn loops for farming Testaments.
Collectibles and Lore Delights
Victory unlocks a secret terminal with Testament I, rich lore snippet on ULTRAKILL’s hellish narrative. Jams play post-clear—linger for full immersion. No time/kill quotas; pure survival.
Frequently Asked Questions
How do I survive Something Wicked’s charge?
Listen for the hiss, hold Feedbacker explosion (if equipped), revolver shot to displace. Back away for line-of-sight breaks.
Can I use other weapons?
No, locked to Piercer Revolver and Feedbacker. Emphasizes core mechanics.
What’s the fastest clear time?
Practice yields sub-90 seconds; grapple spam reveals paths intuitively.
Does it rework in updates?
Check patches—recent tweaks refine spawns and audio.
P-rank requirements?
Full completion, no deaths ideal. Style from evades.
Why SOMETHING WICKED Hooks Players
This level epitomizes ULTRAKILL’s genius: audio-driven horror meets mechanical purity. No filler combat—just raw evasion in void. Master it for confidence in deeper secrets. Experiment post-clear: brave patrols sans skulls for thrill.
Community shares wall-jump shortcuts and buzz-memorization drills. Videos showcase heart-stop 0:13 ambushes—practice mirrors that edge.
References
- 0-S: SOMETHING WICKED Guide — ULTRAKILL Wiki via Scribd. 2023-01-01. https://www.scribd.com/document/786045528/0-S-SOMETHING-WICKED-ULTRAKILL-Wiki-Fandom
- 0-S map for cowards – ULTRAKILL — Steam Community Guide. 2020-12-04. https://steamcommunity.com/sharedfiles/filedetails/?id=2232235940
- 0-S: SOMETHING WICKED — ULTRAKILL Fandom Wiki. 2024-01-01. https://ultrakill.fandom.com/wiki/0-S:_SOMETHING_WICKED

