#p-2 spoilers
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grainthief · 2 years ago
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not what i was expecting from p-2 but it sure was fun
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kingerslyy · 2 years ago
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out of context p-2 spoiler
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big-fongz · 2 years ago
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In the art for UltraChurch, the track Keygen Church made for the P-2 ARG, the letters “U K” are visible. This is a clear nod towards the fact that we will be fighting Elizabeth II in P-3, and Margaret Thatcher as the end boss of Act III.
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gigaroni · 2 years ago
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Sussyfist Regrets breaking out of prison
Blender shitpost
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automatopsy · 2 years ago
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ok but he didn't have to say "this will hurt" like that. he didnt NEED to use that tone. but he did. and the world is better for it
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realsorcerershit · 2 years ago
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How the hell did you P-Rank P-2 so fast I suck balls at this game. I was able to P-Rank P-1 yet I literally had to turn on Major Assists just to get past that room with the Stalker.
Honest, genuine answer - I've put an obscene amount of time into this game. Something like 133.9 hours on steam right now. But - outside of that, there's a lot of like - little nitty gritty bits and pieces to it all, so if you want, I'll do a written guide under a read more? For anyone unaware - spoilers will be under the cut here. And, sorry if it's long - I have way too many thoughts about all of this, and do actually want to help as much as I can!
So - for reference, here, I actually have a video that I uploaded, which I'll use to reference? I'll try to refer to rooms as much as possible to be descriptive and whatnot, too! Video reference here. The name of the game here is threat analysis, and finding ways to keep yourself alive. What worked for me might not work for you, and vice versa.
Quad Cerberus: The name of the game for this room was speed. The upcoming Ferryman and Virtue spawn makes this one require you to go fast, so - I instantly open with a core eject + malicious railcannon nuke, dashing to avoid the damage as I shoot the nuke. This puts all of the Cerberus' to less than half HP, making projectile boosts and rocket usage the way to go to finish them all off. Then, it's all about setting up a quick sawcon trap to kill the Ferryman as soon as I can. For the double Virtues, I do my usual strat for virtue killing - shotgun swapping, punch with red arm, use whiplash to close the distance.
Double Sentry + Mindflayer 1 + Swordsmachine: For this fight - I took a look at what would be the most instantly lethal to me, in particular, for this fight. That would be the double Sentries in the back. Luckily, the Swordsmachine also spawns between them, so I go to the side where one of the Sentries spawn, charge up a slab revolver piercing shot, and follow it immediately up with a blue railcannon. From there, it's just cleaning up whatever's left. Sawcon to finish the Swordsmachine, too. If at any point, the ability to parry the Mindflayer's bullets shows up, take it. It's a free health and stamina refill. This applies all the way til the double idol room.
Hallway Cerberus + Double Streetcleaner: Once again, this is a case of threat analysis. The Cerberus needs to go first, immediately. I personally do a double railcoin setup to kill it fast - but if you can't pull that off, piercing slab revolver + blue railcannon + friendly fire damage from the Mindflayer should be enough. Finish off the streetcleaners last in any way possible, then move on.
Double Idol Mindflayer, Pack 1 (Sentry + 2x SM): Once again, the Sentry is your biggest threat due to lack of cover. However, you can just stun it with a revolver shot, and then set up saws to kill the Swordsmachines passively - keep moving to avoid the Sword swipes. This one's a lot harder to explain and just ends up looking messy no matter how you do it, and this one just takes practice.
Pack 2 (2x Virtue, 2x Maurice): My biggest enemy here, imo, are the virtues, just due to the beams they fire that stun you. So, whiplash to them with the shotgun out, and shotgun swap while punching with the red arm to kill em off quickly. Repeat the same strat for the Maurices, then break the statues.
2x Mindflayer: At last, the double mindflayers. My goal is to just - kinda also shotgun spam them. That said, if I can find the window to safely instakill one with the malicious railcannon (the timing is right as their homing bullets spawn - shoot with malicious railcannon and they instantly die) I'll take it. Don't worry about your health too much going into this - punching the idols will heal you.
2x Insurrectionist: Good lord this pack sucks for me. However, with the addition of the SRS Cannon, you can now stun one of them, which is really helpful. Make sure to set up a sawcon on them, and spam projectile boosts to keep them on fire. They take more damage while on fire, as it's a weakness. Outside of that, just continue to move, do not stop, and use the big railcannon when you can as well. I believe whiplashing the skull into them also sets them on fire, too? Don't quote me on that.
Spinning Blood Lake 1 (2x Virtue, 2x MF, 1x Sentry): This is another game of just stun the sentry first, then kill whatever leaves an opening. In the uploaded run, I snipe with blue railcannon, then use the shotgun on the virtues, re-stun the sentry with the revolver, then finish up and move on. THis one requires practice and is very open ended on how you solve it - don't be afraid to fall if you need to just get somewhere for health regen.
Spinning Blood Chamber 2 (2x Cerb, 2x Sentry, 1x MF): This room sucks and killed at least 20 runs for me. My strategy ended up being whiplashing to the Sentries to punch them off the cliff ASAP, whiplashing to the Maurice to kill THAT next, then just plinking at the Cerberus' from afar until they died. Again, it's open ended, but I think that's the most ideal threat priority.
Stalker room, wave 1 (4x Stray, 2x Swordsmachine, 1x Ferryman): The name of the game here is to continue moving, and do not STOP moving. I set up a Sawcon trap in the middle to get free plink damage on the Swordsmachines and the Ferryman, and ultimately ignore the Stray until it's convenient for me to kill them. The name of the game is to keep pulling the enemies away from the Stalker, so that they don't get sanded, so you can maintain health regeneration.
Stalker room, wave 2 (4x Sentry, 1x Idol, 1x Hideous Mass): The name of the game here is to time your dashes with the shots that you cannot cancel - and use the red fist religiously to cancel as many shots as you can in combination with the Whiplash. As long as you're moving rapidly, the Hideous Mass cannot hit you, and that's what's most important. Getting locked down by the tail claw is a total death sentence. Punching the tether, if you get stuck, with the red fist, does get rid of it, though.
Stalker room, wave 3 (3x Virtue, 4x Cerberus): Here, we really have the thing of nightmares. However, one thing becomes safe: The Idol protecting the Hideous Mass opens up, and that can be immediately punched if you're in danger of death for a free health refill. That said, I take to the sky immediately with the Whiplash, killing off the three Virtues with my usual method, shotgun swap, red fist punch. Then, while I'm in the air and falling down, I set up sawblades on the underbelly of the Hideous Mass (breaking the Idol was the first thing I did, also worth mentioning), letting those do passive damage to both it and the Cerberus'. Follow it all up with staying far away from the Cerberus' to give myself time to react to their attacks, punch the idol, kill the Stalker, and then FINALLY it's time for the PANOPTICON.
PANOPTICON: Not too much to talk about here. Just - immediately whiplash up to kill the eyes, use the pistol on the face that spawns, high speed circle strafe around the PANOPTICON while doing as much damage to it as possible. The big thing for this one is find a way to avoid its explosive lobbing that works for you, I'd say?
SISYPHUS PRIME: Here, I adopted a strat similar to how people P rank Minos Prime nowadays - sawcon setup during the cutscene. Use the pistol to break a single nail when possible. When you're ready, do a double/triple railcoin through him, and then continue to bait him into saws. I panicked a bit in the video, as you can see, when the coins didn't kill, but. That's the hardest part. Just find a high DPS route in your own way!
Holy shit this was so long. I'm so sorry. I do hope that this helps a lot, though! And don't beat yourself up about having to use major assists - these are some of the most fucked up enemy patterns that exist in the game, in conjunction with excessively difficult room design. Genuinely, it's tough. Even making it to this fight is a massive accomplishment.
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cyanocoraxx · 2 years ago
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ULTRAKILL P-2 SPOILERS DON’T WATCH IF YOU WANT TO SEE IT YOURSELF!!! just my first look at one part of it, i have work tomorrow so i can’t go crazy playing this all night ughghgh anyway you can see most of my gameplay is me saying WTF IS HAPPENING to myself .... i don’t meet the prime soul btw i stop before then (cus i never got there BHSNJA)
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hinamie · 5 months ago
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I don't want to regret the way I lived
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arcanegifs · 1 month ago
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ARCANE LEAGUE OF LEGENDS: 2x05 - “Blisters and Bedrock” ↳ "Hextech isn't a miracle. It's a curse."
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trypo-p · 6 days ago
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in the end, the true tenth class was us all along <3
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suitsofarmour · 8 months ago
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// hades 2 spoilers
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so a friend got me into charmes recently
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grainthief · 2 years ago
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what a fucking day for fans of both ultrakill and disco elysium huh
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synthsays · 6 months ago
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The good guys always die
Chamber of Relfection - Mac DeMarco
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big-fongz · 2 years ago
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LEAKED ULTRAKILL DEVELOPMENT SCREENSHOTS
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huge implications for the lore.,,,.....
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nikinikori · 3 months ago
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in flames, they return to darkness
Rings of Power 1×01: A Shadow of the Past | 2×07: Doomed to Die
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realsorcerershit · 2 years ago
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Once again I'm back trying to do dumb shit for P-2 - my ultimate goal is to get the "perfect" run of P-2, P rank, no damage taken, (and I'm not letting myself deadcoin the boss despite how easy and free it would make this, self imposed challenges are fun), but here's a little progress update on how that looks and a really clean run of the HM room
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