Learn about checkpoints in ULTRAKILL! Discover how they work, where to find them, and how they affect your gameplay and P-rank. Your guide to not losing progress.
Hey there! So, you're diving into ULTRAKILL and wondering about saving your progress? Let's talk about Checkpoints. Think of them as your little respawn buddies scattered throughout the levels. When you hit one, it sets your respawn point, so if you, uh, 'fail' – which happens to the best of us – you'll pop back there instead of the very beginning of the level. Pretty handy, right? These Checkpoints usually show up as translucent pink rectangles with the word "CHECKPOINT" right in the middle. They're often placed between walls, kind of blocking your path, and when you touch them, they burst into pink particles. Your respawn point is now set! When do you first see them? They pop up for the first time right after that initial Filth ambush in 0-1: INTO THE FIRE. From then on, you'll find them in pretty much all the regular levels. Different Flavors of Checkpoints: * Regular Checkpoints: These are the standard ones, the pink rectangles we just talked about. They appear in most levels. * Reusable Checkpoints: These are round Checkpoints. As the name suggests, you can use them more than once, and they'll reappear after you interact with them. They first show up in 2-2: DEATH AT 20,000 VOLTS. Keep an eye out, though – there are a few round ones that *aren't* reusable, like in 4-4: CLAIR DE SOLEIL, 5-1: IN THE WAKE OF POSEIDON, and 5-2: WAVES OF THE STARLESS SEA. * Invisible Checkpoints: Yep, these exist! They act like normal checkpoints even though you can't see them. You might run into one at the end of 7-1: GARDEN OF FORKING PATHS or at the start of P-2: WAIT OF THE WORLD. * Checkpoint Crates: These look like wooden crates with big yellow 'C's on them, a nod to _Crash Bandicoot_. When you break them, they act as a regular Checkpoint. You'll only find these in 4-S: CLASH OF THE BRANDICOOT. Important Note on P-Ranking: Listen up, this is crucial if you're aiming for those sweet P-ranks. Using a checkpoint after you die means you can't get a P-rank for that level. So, if a P-rank is your goal, you'll need to complete the entire level without dying and without using any checkpoints. Also, you can choose to reload to the latest checkpoint if you mess something up, but again, that voids the P-rank. What Checkpoints Don't Reset: While checkpoints reset combat encounters, they don't reset things like most destructible objects. Also, if a level has a special intro sequence (like a boss intro or a reactor starting up in 4-3), hitting a checkpoint will usually skip or speed that up significantly. List of Checkpoints (by Level): Here's a quick rundown of how many checkpoints you can expect in each level. Remember, the ones marked with an asterisk (*) are Reusable Checkpoints. ### OVERTURE: THE MOUTH OF HELL | Number and Name | Total Checkpoints | Checkpoint Locations | |---|---|---| | Intro | 0 | N/A | | 0-1: INTO THE FIRE | 6 | 1. Hallway (After Piercer Pickup)2. Glass Intro (After first Glass Floor)
3. Projectile Arena (At the entrance to the Projectile Arena)
4. Combo Hallway (Parry Hallway where the player learns to parry)
5. Projectile Zombies Room (Before Pipe Room)
6. Boss Checkpoint (Before the Malicious Face bossfight) | | 0-2: THE MEATGRINDER | 3 | 1. Swordsmachine Hallway (Before the Crusher Demonstration Rooms)
2. Crusher Hallway (At the end of, well, the Crusher Hallway)
3. Swordsmachine Arena Hallway (Before the Swordsmachine bossfight) | | 0-3: DOUBLE DOWN | 4 | 1. Hallway (Before the first Swordsmachine encounter)
2. Menacing Room (After the "INSUFFICIENT FIREPOWER" breakable wall)
3. Windtunnel (At the entrance to the Windtunnel)
4. Boss Staircase (Right before the second Swordsmachine encounter) | | 0-4: A ONE-MACHINE ARMY | 2 | 1. Hallway 1 (Before the Spinning Hallway)
2. Hallway 2 (Before the Fan Arena) | | 0-5: CERBERUS | 1 | Smallway (Before the Cerberus bossfight) | | 0-S: SOMETHING WICKED | 0 | N/A | | 0-E: THIS HEAT, AN EVIL HEAT | 13 | 01. Into the Not Spinning Arena in between the Malicious Faces
02. At the end of the Menacing room, preceding the projectile arena
03. At the Frozen Crusher Hallway*
04. At the end of the Streetcleaner's Vent
05. At the exit door of Stairshaft Jr.
06. Skull pedestal room*
07. Near the end of Gutterhall
08. Right after the exit of the Unforgettable Luncheon Room
09. Skull pedestal room*
10. Before the entrance to the Radiant Maurice Firing Squad Chamber
11. Right before the Radiant Rave Room
12. Under the bridge inside of the Moist Projectile Room
13. At the entrance of the Radiant Cerberi Boss Room | ### LAYER 1: LIMBO | Number and Name | Total Checkpoints | Checkpoint Locations | |---|---|---|
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