The 1000-THR "Earthmover" is a Supreme Machine, the boss of 7-4 ...LIKE ANTENNAS TO HEAVEN, and the final boss of the Violence layer. It is the tenth Machine-class enemy that the player encounters in ULTRAKILL, and it encompasses the entire length of the level. Appearance The 1000-THR "Earthmover" is a Supreme Machine of such size that most of the playable level takes place upon and within it, with only the level's start and finish taking place outside of the machine. It is a massive, monochromatic, quadrupedal war machine similar in shape to a giraffe or a centaur. It has a roughly cylindrical neck and head, with six glowing white eyes that emit a bright light akin to that of searchlights, and a long antenna to the left of its head. Its neck is made up of five wide, elliptical segments connected by a long spine, and it has a single thin arm attached to the right of its upper head that bears some sort of electric weapon, capable of firing massive beams of electricity across large distances. Ladders, platforms, and steam vents wind up its legs, and numerous structures-including functional power stations and living spaces for civilian habitation-are built upon its back and neck. It seems to be engaged in a perpetual duel with another Earthmover in the distance, firing beams of energy at each other, although neither appears to suffer any damage due to some sort of invisible barrier. Internally, it has a massive hollow chamber lined with flesh and filled with boiling blood to purge intruders with several Idol Idols guarding the path up the neck, which contains numerous hot pipes that burn the player, and winds to the head chamber that contains the brain. The brain of the Earthmover is mostly covered by a metal box with numerous tubes, two visible CPUs, and text reading “1000-THR”. The bottom right of the box has come loose with bits of brain dangling. It also has a long spine-like wire that goes to the top with 6 wires connected to the Earthmover’s eyes. When damaged, it will wiggle about, and when finally killed, the brain explodes, with the Earthmover thrashing in agony. The outside of the Earthmover's brain is a holographic cyan cylinder with 4 laser-projecting walls that rotate around the cylindrical room. The floor has 2 cylinders in the ground that lift two Idols on opposite sides of the room to protect the brain. The walls inside the Earthmover's head has computers on the walls, with keyboards included. Defence System Behavior The Earthmover itself is unable to move or attack the player. While it is seen preparing to attack them at the start of the level, this is entirely cosmetic. The Earthmover is held in place and acts as the terrain of its level. The 1000-THR Security System consists of seven components: two missile launchers, two mortar launchers, two seeker spires, and one central tower. The fight will start with the main tower and rocket pods active. Once one rocket pod is destroyed, the Mortar Launchers will appear, with the Projectile Rods appearing once one of the mortar launchers/the last rocket pod is destroyed. Each component is entirely stationary and cannot move. The central tower is protected by a shield that only drops once all other components are destroyed. Attacks The boiling blood that flushes the interior of the Earthmover once the player enters deals 25 damage on touch. The Earthmover's self destruct instantly kills the player and anything that may still be on the Earthmover, dealing 9900 damage. Mainframe The Main Tower has a blue laser that tracks the player. The laser deals 15 damage on contact. Rocket Launchers The Defence System's rocket pods will periodically lock on to the player's current location (signified by a transparent red laser) and fire a rocket. The rocket pods only lock on the player's position at that moment, they do not track the player. The rockets deal 35 damage. Mortar Launchers The mortars deal 60 damage. Towers The top of the spires will glow green for a moment, before firing a small Hellseeker. The Hellseekers deal 30 damage. Strategy As the terminal states, the stationary nature of each component makes it easy to land attacks on each of them. With good positioning, piercing weapons like the Piercer Revolver or the Electric Railcannon can easily hit multiple components at once. The central tower will fire a laser that constantly tracks the player slowly. Make sure to not stand in place for too long. Similar to the Guttertank, the missile launchers' rockets are capable of being frozen by the Freezeframe Rocket Launcher. However, unlike the Guttertank, the missile launchers are not immune to their own rockets even without a rocket ride, which makes magnets quite effective against them. Brain Behavior The Earthmover's brain is contained within its head. It resides within a shielded cylindrical casing, and does not move from the center of its room. The brain reacts to damage by swinging around. If the brain survives for long enough, it will summon two Idols from retracting canisters in the room. These will bless the brain, making it invincible until they are destroyed. Attacks Defence Grid The Brain has a laser defense grid around it, activating once the player enters the arena. These lasers cannot be dashed through. They deal 20 damage on contact. Giant Hellseeker The Brain will flash blue, before firing a giant Homing Orb. The giant Homing Orb deals 40 damage. This attack begins occurring once the Brain reaches half health. Strategy The brain's massive width makes it a great candidate for being damaged by a trap from the Sawblade Launchers. Additionally, the cylindrical nature of the Earthmover's head room makes it quite easy to land a full multihit from the Sharpshooter Revolver. The sweeping laser grid spins around the room constantly. However, they cover less distance at closer ranges. If the player wishes to outrun the lasers, they should stay as close to the brain as possible. One should take care not to get too close, as the force field will damage the player if they touch it. If the brain survives long enough to deploy Idols, the canisters they appear from block the laser grid. If one needs healing, they can simply wait behind the cans for their hard damage to regenerate, then destroy the idol for a full heal. It is important to time this right so the player can dodge the laser grid afterward; the knockback from destroying the Idol will throw them out. The brain's Hell Seeker attack is very easy to parry with the Feedbacker, and they do respectable damage to their source. Watch out for the flash that signals when the brain is about to attack. Difficulty Changes Accessible Does not fire homing orbs. Violent Starts firing homing orbs immediately instead of upon half health. Brutal A permanent wall of lasers forces the player to move against the defense grid. All components of the defense system activate at the start. Terminal Entry TYPE: SUPREME MACHINE DATA: Earthmovers were the pinnacle of the arms race. Often called the horsemen of the apocalypse, it took only one to level an entire city and leave nothing but fire in its wake. The last era of the Final War had begun. The first machines large enough to house a shield generator, these walking fortresses could only be made vulnerable from within, making them the new frontlines for smaller, more mobile machines. Due to their colossal size, they required both blood and solar power to function. When the final era escalated, cleansing the world with fire, the surviving civilians were forced to evacuate and build new homes on the backs of these machines, as the surface became an inhospitable wasteland where no flora or fauna could flourish. Eventually the soot, smoke and decay from unending global war would blot out the sun, casting the world into the Long Night, and Earthmovers, unable to feed on sunlight, shut down and died out one by one. War had become entirely dependent on them, large scale conflict was no longer feasible. Finally, mankind started to work together to reverse the effects of the Long Night climate catastrophe, and so began the New Peace. 200 years of war for its own sake ended not with a bang, but utter silence. At the brink of despair, the planet would slowly learn to breathe once more, and the corpses of these titans would serve as a stark reminder of just how close mankind was to an apocalypse by their own hand. STRATEGY: - Each part of the security system is immobile, making them very vulnerable to attacks that would otherwise easily miss, such as Freeze Frame[sic] rockets. - Some of the gaps in the main computer room's defence grid are too high up for a normal jump, but the elevated edges of the room can be used to get higher. More adept movers may instead jump immediately after a ground slam to gain enough height.
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The 1000-THR "Earthmover" is a Supreme Machine, the boss of 7-4 ...LIKE ANTENNAS TO HEAVEN, and the final boss of the Violence layer. It is the tenth Machine-class enemy that the player encounters in ULTRAKILL, and it encompasses the entire length of the level.
Appearance
The 1000-THR "Earthmover" is a Supreme Machine of such size that most of the playable level takes place upon and within it, with only the level's start and finish taking place outside of the machine. It is a massive, monochromatic, quadrupedal war machine similar in shape to a giraffe or a centaur. It has a roughly cylindrical neck and head, with six glowing white eyes that emit a bright light akin to that of searchlights, and a long antenna to the left of its head. Its neck is made up of five wide, elliptical segments connected by a long spine, and it has a single thin arm attached to the right of its upper head that bears some sort of electric weapon, capable of firing massive beams of electricity across large distances. Ladders, platforms, and steam vents wind up its legs, and numerous structures-including functional power stations and living spaces for civilian habitation-are built upon its back and neck. It seems to be engaged in a perpetual duel with another Earthmover in the distance, firing beams of energy at each other, although neither appears to suffer any damage due to some sort of invisible barrier.
Internally, it has a massive hollow chamber lined with flesh and filled with boiling blood to purge intruders with several Idol Idols guarding the path up the neck, which contains numerous hot pipes that burn the player, and winds to the head chamber that contains the brain.
The brain of the Earthmover is mostly covered by a metal box with numerous tubes, two visible CPUs, and text reading “1000-THR”. The bottom right of the box has come loose with bits of brain dangling. It also has a long spine-like wire that goes to the top with 6 wires connected to the Earthmover’s eyes. When damaged, it will wiggle about, and when finally killed, the brain explodes, with the Earthmover thrashing in agony. The outside of the Earthmover's brain is a holographic cyan cylinder with 4 laser-projecting walls that rotate around the cylindrical room. The floor has 2 cylinders in the ground that lift two Idols on opposite sides of the room to protect the brain. The walls inside the Earthmover's head has computers on the walls, with keyboards included.
Defence System
Behavior
The Earthmover itself is unable to move or attack the player. While it is seen preparing to attack them at the start of the level, this is entirely cosmetic. The Earthmover is held in place and acts as the terrain of its level.
The 1000-THR Security System consists of seven components: two missile launchers, two mortar launchers, two seeker spires, and one central tower.
The fight will start with the main tower and rocket pods active. Once one rocket pod is destroyed, the Mortar Launchers will appear, with the Projectile Rods appearing once one of the mortar launchers/the last rocket pod is destroyed.
Each component is entirely stationary and cannot move. The central tower is protected by a shield that only drops once all other components are destroyed.
Attacks
The boiling blood that flushes the interior of the Earthmover once the player enters deals 25 damage on touch.
The Earthmover's self destruct instantly kills the player and anything that may still be on the Earthmover, dealing 9900 damage.
Mainframe
The Main Tower has a blue laser that tracks the player. The laser deals 15 damage on contact.
Rocket Launchers
The Defence System's rocket pods will periodically lock on to the player's current location (signified by a transparent red laser) and fire a rocket. The rocket pods only lock on the player's position at that moment, they do not track the player. The rockets deal 35 damage.
Mortar Launchers
The mortars deal 60 damage.
Towers
The top of the spires will glow green for a moment, before firing a small Hellseeker. The Hellseekers deal 30 damage.
Strategy
As the terminal states, the stationary nature of each component makes it easy to land attacks on each of them. With good positioning, piercing weapons like the Piercer Revolver or the Electric Railcannon can easily hit multiple components at once.
The central tower will fire a laser that constantly tracks the player slowly. Make sure to not stand in place for too long.
Similar to the Guttertank, the missile launchers' rockets are capable of being frozen by the Freezeframe Rocket Launcher. However, unlike the Guttertank, the missile launchers are not immune to their own rockets even without a rocket ride, which makes magnets quite effective against them.
Brain
Behavior
The Earthmover's brain is contained within its head. It resides within a shielded cylindrical casing, and does not move from the center of its room. The brain reacts to damage by swinging around.
If the brain survives for long enough, it will summon two Idols from retracting canisters in the room. These will bless the brain, making it invincible until they are destroyed.
Attacks
Defence Grid
The Brain has a laser defense grid around it, activating once the player enters the arena. These lasers cannot be dashed through. They deal 20 damage on contact.
Giant Hellseeker
The Brain will flash blue, before firing a giant Homing Orb. The giant Homing Orb deals 40 damage. This attack begins occurring once the Brain reaches half health.
Strategy
The brain's massive width makes it a great candidate for being damaged by a trap from the Sawblade Launchers. Additionally, the cylindrical nature of the Earthmover's head room makes it quite easy to land a full multihit from the Sharpshooter Revolver.
The sweeping laser grid spins around the room constantly. However, they cover less distance at closer ranges. If the player wishes to outrun the lasers, they should stay as close to the brain as possible. One should take care not to get too close, as the force field will damage the player if they touch it.
If the brain survives long enough to deploy Idols, the canisters they appear from block the laser grid. If one needs healing, they can simply wait behind the cans for their hard damage to regenerate, then destroy the idol for a full heal. It is important to time this right so the player can dodge the laser grid afterward; the knockback from destroying the Idol will throw them out.
The brain's Hell Seeker attack is very easy to parry with the Feedbacker, and they do respectable damage to their source. Watch out for the flash that signals when the brain is about to attack.
Difficulty Changes
Accessible
Does not fire homing orbs.
Violent
Starts firing homing orbs immediately instead of upon half health.
Brutal
A permanent wall of lasers forces the player to move against the defense grid.
All components of the defense system activate at the start.
Terminal Entry
TYPE: SUPREME MACHINE
DATA:
Earthmovers were the pinnacle of the arms race. Often called the horsemen of the apocalypse, it took only one to level an entire city and leave nothing but fire in its wake. The last era of the Final War had begun.
The first machines large enough to house a shield generator, these walking fortresses could only be made vulnerable from within, making them the new frontlines for smaller, more mobile machines. Due to their colossal size, they required both blood and solar power to function.
When the final era escalated, cleansing the world with fire, the surviving civilians were forced to evacuate and build new homes on the backs of these machines, as the surface became an inhospitable wasteland where no flora or fauna could flourish.
Eventually the soot, smoke and decay from unending global war would blot out the sun, casting the world into the Long Night, and Earthmovers, unable to feed on sunlight, shut down and died out one by one.
War had become entirely dependent on them, large scale conflict was no longer feasible. Finally, mankind started to work together to reverse the effects of the Long Night climate catastrophe, and so began the New Peace. 200 years of war for its own sake ended not with a bang, but utter silence.
At the brink of despair, the planet would slowly learn to breathe once more, and the corpses of these titans would serve as a stark reminder of just how close mankind was to an apocalypse by their own hand.
STRATEGY:
- Each part of the security system is immobile, making them very vulnerable to attacks that would otherwise easily miss, such as Freeze Frame[sic] rockets.
- Some of the gaps in the main computer room's defence grid are too high up for a normal jump, but the elevated edges of the room can be used to get higher. More adept movers may instead jump immediately after a ground slam to gain enough height.
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