Velocity®Ultra

Velocity®Ultra

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Velocity Ultra - PERFECT Medal Walkthrough
By RivetingWeeb
A complete walkthrough to earning all 50 PERFECT Medals in Velocity Ultra.
   
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Introduction & Overview

Welcome to my Velocity Ultra PERFECT Medal walkthrough! This guide will walk you through each of the 50 PERFECT Medals in the game as well as provide some general tips to make your fairly challenging journey through Velocity Ultra easier.

Here's a brief overview of what your PERFECT Medal journey entails:
  • Difficulty: 5/10 - the difficulty is generally gradual and consistent across all the zones
  • Time to 100%: ~ 10 hours - this is very much skill dependent, e.g. the last PERFECT Medal alone can take a few hours
  • There are no missable achievements to worry about as you can/will replay zones for other achievements
You will obtain the below achievements related to PERFECT Medals while going through them:
  • A Perfect 10: Earn a PERFECT Medal on Zone 10
  • Ahmad Dash: Earn a PERFECT Medal on Zone 46
  • Unstoppable: Earn a PERFECT Medal on Zone 48
  • Mastered: Earn a PERFECT Medal on Zone 50
  • Perfectionist: Earn a PERFECT Medal for every zone

Note: This guide can also be used for the PlayStation 3, PlayStation Vita, and PlayStation Portable versions of the game since they're identical in terms of content.
Controls & Tips
Controls:

Here are the default controls for the game:


Velocity Ultra has full controller support and can be played with a PlayStation controller. The DualShock 4 works well with the game; however, keep in mind that the game displays Xbox buttons and not PlayStation ones.

I recommend using the left analog stick for movement and the right analog stick to throw bombs to make both of those actions easy to input.

Tips:

Here are some general tips to keep in mind while aiming for those PERFECT Medals:

- Zones are divided into 3 categories:
  • Search + Rescue: enemies aren't very numerous and survivors are usually more plentiful
  • Hostile Forces: enemies galore with fewer but still lots of survivors
  • Critical Urgency: fast-paced with the sole focus being rescuing survivors, almost entirely devoid of enemies bar a few brief sections

- There are 3 requirements in each zone that need to be obtained together in the same run to obtain a PERFECT Medal, as highlighted in the below screenshot:
  • Best Time: You need to beat or equal the listed time. You can generally finish a zone with many seconds to spare, except for Critical Urgency zones where you can barely - if at all - finish with any time to spare. Note that pausing the game or bringing up the map will pause the timer, which is useful especially during longer and trickier zones.
  • Rescues: You need to rescue all the survivors. Note that some survivors are hidden off the main path, but they're not tricky to find.
  • Hi-Score: You need to beat or equal the listed score. Points are obtained from killing enemies and collecting survivors and pickups. Perfect Wave bonuses, which drop when you kill all enemies in a group, give you bonus XP that adds to your Hi-Score - you should focus on getting as many of those as you can during your PERFECT Medal runs.
- Bombs are an excellent all-around weapon that kill enemies and activate switches very quickly and efficiently. They also have unlimited ammo and no cooldown, thus allowing you to use them at will. Note that playing the game with a controller gives you the advantage of using the right analog stick instead of the B button to throw bombs.

- Sometimes 2 alien swarms intersect in the middle: shoot that part to finish off both swarms faster.

Are you all set? Let's go for those PERFECT Medals! The next sections feature a text walkthrough that provides quick tips for each zone and describes how to go through the different mazes in this game, followed by a video walkthrough for all the zones at the end. I highly recommend checking the video if you need a visual guide for a certain zone, particularly the longer/trickier ones.
Text Walkthrough: Zones 1-10
Zone 1: Toron Gate
  • Time: 40 seconds
  • Survivors: 60
  • Score: 8250
A very straightforward zone, just boost till the end while stopping to collect survivors and shoot the occasional glass.

Zone 2: Planck’s Frontier
  • Time: 1 minute 0 second
  • Survivors: 60
  • Score: 9000
This zone introduces teleporting and is very straightforward too. There’s a lot of leeway here, but teleporting quickly will be a must later on!

Zone 3: Avent Abyssal
  • Time: 1 minute 50 seconds
  • Survivors: 30
  • Score: 165750
This zone introduces pickups (Special Weapon, Perfect Bonus, Health) as well as enemies (Zetachron). Go through the zone while making sure to shoot all the enemies and collect all the pickups.

Zone 4: Goddard’s Run
  • Time: 1 minute 0 second
  • Survivors: 55
  • Score: 8250
The first Critical Urgency zone. Watch out for the obstacles in the middle as you make your way through this zone.

Zone 5: Wyndham’s Landing
  • Time: 1 minute 0 second
  • Survivors: 60
  • Score: 18800
This zone introduces circuit breaker switches and long jumps. There are no enemies here.

Zone 6: Emmett’s Base
  • Time: 1 minute 50 seconds
  • Survivors: 80
  • Score: 116000
Enemies are back with several alien swarms to destroy, including three that fly in a circle where you need to teleport inside it and kill them from there.

Zone 7: The Luyten Vortex
  • Time: 1 minute 50 seconds
  • Survivors: 90
  • Score: 34500
This zone introduces security turrets. You can and should start using bombs from now on as they’re handier than bullets and make quick work of security turrets and most alien swarms.

Zone 8: Verne’s Edge
  • Time: 2 minutes 30 seconds
  • Survivors: 120
  • Score: 79550
As the briefing screen says: “take your time”. Zones are starting to get longer, but you generally have ample time to best them. Watch out for a circle of alien swarms where you have to teleport inside to kill the enemies!

Zone 9: The Oppenheimer
  • Time: 2 minutes 0 second
  • Survivors: 175
  • Score: 47700
This zone teaches you how to throw bombs, but if you started using them earlier then you already know how to do that. Note that if you’re playing with a controller, using the right analog stick to throw bombs is much better since it eliminates the need to press the B button beforehand. The tutorial is from the PSP version since there’s no right analog stick there.

Zone 10: Cameron’s View
  • Time: 50 seconds
  • Survivors: 105
  • Score: 22000
The second Critical Urgency zone. This zone features a few quick teleporting sequences that serve as good practice to start getting used to them since they will show up in all Critical Urgency zones from now on. Also, I highly recommend throwing bombs up to where the switches are instead of using bullets on them in order to activate them faster, since bombs travel beyond the screen whereas bullets don’t. Don’t forget to destroy the 4 security turrets shortly after the beginning of the zone!
Text Walkthrough: Zones 11-20
Zone 11: Hofstadter’s Loop
  • Time: 3 minutes 0 second
  • Survivors: 210
  • Score: 100000
Alien swarms are starting to get numerous. You can take your time here while you make your way through them.

Zone 12: Eldredge Boundary
  • Time: 2 minutes 40 seconds
  • Survivors: 185
  • Score: 54000
Numbered switches are introduced in this zone. Watch out for the sentry turrets, especially in the very small areas.

Zone 13: Osterman Watch
  • Time: 3 minutes 20 seconds
  • Survivors: 215
  • Score: 130000
This zone may have the Critical Urgency soundtrack, but you can take your time, so don’t rush into it a lot especially since alien swarms are plentiful once again.

Zone 14: Lave
  • Time: 55 seconds
  • Survivors: 90
  • Score: 20000
The third Critical Urgency zone. It’s another straightforward one, just keep in mind the 3 sentry turrets and 2 numbered switches to the side towards the end.

Zone 15: Huxley’s Bridge
  • Time: 3 minutes 20 seconds
  • Survivors: 65
  • Score: 206000
Another long but easy level. Some of the alien swarms form columns during their patrols, which makes disposing of them quicker.

Zone 16: Celsius 451
  • Time: 1 minute 40 seconds
  • Survivors: 70
  • Score: 23000
Telepods are introduced in this zone. The game will emit a sound chime with a blue flash of the screen (and send a text prompt in this zone) whenever you’re supposed to drop a telepod: always do so. Watch out for the red security turret hidden between a column of survivors and the last red switch.

Zone 17: Kryton’s Lab
  • Time: 1 minute 40 seconds
  • Survivors: 100
  • Score: 25000
Always take the left route first, then either Center -> Right or Right -> Center depending on how the numbered switches are positioned.

Zone 18: Kerridge Gate
  • Time: 1 minute 30 seconds
  • Survivors: 75
  • Score: 47000
Take this order at each intersection: Left -> Right -> Center. Note that there’s an achievement called “The Force” that requires you to complete this zone without upgrading weapons, so don’t pick up the Ultra Laser if you need this achievement.

Zone 19: Mann’s Dawn
  • Time: 3 minutes 0 second
  • Survivors: 120
  • Score: 75000
The order to take at each intersection is:
  1. Left -> Center
  2. Center -> Right (or Right -> Center)
  3. Center -> Right (or Right -> Center)
  4. Center -> Left (or Left -> Center)
  5. Center -> Left (or Left -> Center)
Zone 20: Griffin Cluster
  • Time: 1 minute 45 seconds
  • Survivors: 90
  • Score: 65000
You need to be fast here, but it’s a straightforward zone with no intersections.
Text Walkthrough: Zones 21-30
Zone 21: Ka D’Argo
  • Time: 57 seconds
  • Survivors: 70
  • Score: 17750
The fourth Critical Urgency zone. The last area with the 3 security turrets and 4 numbered switches may take a few tries, but the good thing about it is that it’s rhythmic.

Zone 22: Kubrick’s Post
  • Time: 2 minutes 30 seconds
  • Survivors: 100
  • Score: 67000
Things start to get a little complex with the routes now.
  1. Start with the left path to activate the 7 green switches and first 4 red switches
  2. Teleport back to the first intersection and take the right route to activate the 9 yellow switches and next 4 red switches
  3. Teleport back to the first intersection to activate the last red switch and 3 blue switches before making your way to the exit
Don’t forget the 2 isolated groups of 4 survivors on your way back!

Zone 23: A’Tuin’s Path
  • Time: 1 minute 50 seconds
  • Survivors: 155
  • Score: 52950
The order at the intersection is as follows: Right -> Left -> Right -> Left -> Center. Activate all the switches you can activate in each route while avoiding the bullets fired by the enemies until their shields are down and you can kill them.

Zone 24: Morgan’s Cast
  • Time: 1 minute 40 seconds
  • Survivors: 130
  • Score: 76500
You need to be fairly quick here. Make sure to kill the waves of alien swarms as they show up, and watch out for the green field at the end!

Zone 25: Chiana
  • Time: 45 seconds
  • Survivors: 100
  • Score: 18000
The fifth Critical Urgency zone. The switches are positioned right next to the last survivor of the group, so time your bombs accordingly. The laser fields at the end may be a little tricky but shouldn’t take many tries.

Zone 26: Fermat’s Bridge
  • Time: 55 seconds
  • Survivors: 110
  • Score: 21200
You have to be fast here. The order at each intersection is as follows: Left -> Right -> Center at the first intersection then Left -> Center -> Right at the second intersection. Make sure to go through the path right above the fifth blue switch and the one right above the second green switch.

Zone 27: Konal Caldera
  • Time: 2 minutes 20 seconds
  • Survivors: 150
  • Score: 41750
The order to take is as follows:
  1. Center -> Center, then go back and take a left making sure to activate all the available switches in that route
  2. Go back to the start and take the Center -> Right path, and activate all the remaining switches in the zone.
Don’t forget the 3 isolated groups of 4 survivors before leaving the zone!

Zone 28: Mieville 61
  • Time: 2 minutes 35 seconds
  • Survivors: 85
  • Score: 85000
A straightforward zone. There’s only one intersection in this zone where you need to go to the left to activate the 3 yellow switches first before continuing on the main path.

Zone 29: Wright Star
  • Time: 3 minutes 20 seconds
  • Survivors: 100
  • Score: 210000
A straightforward zone with no intersections. Take your time and don’t rush into it a lot, and be sure to kill the alien swarms that fly in from the sides as well. Don’t forget the groups of survivors on both sides of the way!

Zone 30: Aeryn
  • Time: 45 seconds
  • Survivors: 110
  • Score: 18600
The sixth Critical Urgency zone. There’s some quick teleporting and bomb throwing to do here, but this zone is fairly straightforward overall.
Text Walkthrough: Zones 31-40
Zone 31: Asimov Colony
  • Time: 3 minutes 5 seconds
  • Survivors: 50
  • Score: 173500
The order at each intersection is as follows: Left -> Right -> Center at the first intersection, then Left -> Center -> Right at the second intersection. Be careful of the few groups of Zetachron in the very small areas!

Zone 32: Oceania
  • Time: 1 minutes 21 seconds
  • Survivors: 95
  • Score: 35000
The order at the intersection is as follows: Left -> Upper Right to activate the red switches, then Center -> Left -> Right to activate the yellow switches. Look out for a hidden path on the left side above the red and yellow switches with some survivors to collect!

Zone 33: Rigel
  • Time: 2 minutes 45 seconds
  • Survivors: 120
  • Score: 180000
Another straightforward zone with no intersections. Take your time and don’t rush into it a lot, and be sure to kill the alien swarms that fly in from the sides as well. Don’t forget the groups of survivors on both sides of the way!

Zone 34: Adams Quadrant
  • Time: 28 seconds
  • Survivors: 60
  • Score: 13400
The seventh Critical Urgency zone. There’s some quick teleporting and bomb throwing to do here, but this zone is fairly straightforward overall.

Zone 35: Rix Maelstrom
  • Time: 3 minutes 10 seconds
  • Survivors: 60
  • Score: 85000
The route to take is as follows:
  1. Drop the first telepod then go left
  2. Drop the second telepod then go left to activate the first 2 yellow switches
  3. Teleport to the first telepod then go right
  4. Drop the third telepod then go left to activate the first 2 green switches
  5. Teleport to the second telepod then go right to activate the first 2 red switches
  6. Teleport to the third telepod then go right to activate the first 2 blue switches while collecting the 2 groups of hidden survivors above them
  7. Teleport to the first telepod then take the center path
The rest of this zone is linear, although you will have to drop a telepod where the remaining red switches are so that you can collect the survivors in the middle once you activate them all.

Zone 36: Crichton’s Star
  • Time: 2 minutes 40 seconds
  • Survivors: 145
  • Score: 50000
The order at each intersection is as follows: Left -> Right -> Center at the first intersection, then Left -> Center at the second intersection. Watch out for the laser fields at the end and make your way through them carefully.

Zone 37: The Aldiss Array
  • Time: 3 minutes 30 seconds
  • Survivors: 110
  • Score: 114550
A long but straightforward zone. There’s only one intersection, and you can go either way first as there are no switches in that area. Don’t worry if you miss the enemies that fly in quickly from top to bottom, you’ll still have more than enough points if you kill all other enemies. Don’t forget the groups of survivors on both sides of the way!

Zone 38: Aleksandra Station
  • Time: 1 minute 3 seconds
  • Survivors: 80
  • Score: 16500
The eighth Critical Urgency zone. There’s some quick teleporting and bomb throwing to do here, but this zone is fairly straightforward overall.

Zone 39: Filmore’s Base
  • Time: 2 minutes 0 second
  • Survivors: 130
  • Score: 85500
The route to take is as follows:
  1. Drop the first telepod at the first fork (where the 3 enemies are) then take the center path
  2. Drop the second telepod then take the center path
  3. Teleport to the first telepod then go right
  4. Teleport to the second telepod then go right
  5. Teleport to the second telepod then go left
Zone 40: Golding Maelstrom
  • Time: 3 minutes 25 seconds
  • Survivors: 100
  • Score: 210000
Another long but straightforward zone with no intersections. Take your time and don’t rush into it a lot. There’s a hidden group of survivors to the right immediately after the first 2 survivors of the zone.
Text Walkthrough: Zones 41-50
Zone 41: Scorpius
  • Time: 3 minutes 20 seconds
  • Survivors: 85
  • Score: 71900
The order at each intersection is as follows: Center -> Right at the first intersection then Right -> Left at the second intersection.

Zone 42: Lindup Station
  • Time: 1 minute 2 seconds
  • Survivors: 180
  • Score: 34000
The ninth Critical Urgency zone. You need to drop a telepod at the start of each of the 2 big areas so that you can go back after activating all other switches to be able to collect all the survivors.

Zone 43: De Man’s Spectrum
  • Time: 2 minutes 10 seconds
  • Survivors: 105
  • Score: 83200
You need to be quick here. The area where you need to drop a telepod has you activate the yellow switches then go back to activate the green and blue switches before going back again to go through the opened path in the middle.

Zone 44: Stephens Frontier
  • Time: 2 minutes 40 seconds
  • Survivors: 120
  • Score: 67000
The mazes are getting more thought-provoking now. The way to complete this zone is as follows:
  1. Drop the first telepod then take the center path and activate all the switches you can activate before the yellow field
  2. Teleport to the first telepod and go right to drop the second telepod at the fork and activate the second yellow switch
  3. Teleport to the first telepod and go left to activate the third yellow switch and second blue switch
  4. Teleport to the second telepod and go right to activate the third blue switch at the end (drop the third telepod here)
  5. Teleport to the second telepod and take the center path to activate the second green switch
  6. Teleport to the third telepod to activate the third green switch
  7. Teleport to the first telepod and go left to activate the fourth switch
  8. Keep going left and drop the fourth telepod at the next intersection, go left then right to activate all the switches in this area
  9. Teleport to the second telepod and go right to kill all the enemies, collect all the survivors, and activate the seventh yellow switch
  10. Teleport to the first telepod and take the center path to activate the last yellow switch and first 2 red switches
  11. Activate the remaining red switches and collect the remaining survivors while taking the exit
Zone 45: Ridley’s Outpost
  • Time: 2 minutes 50 seconds
  • Survivors: 100
  • Score: 65000
Another thought-provoking maze. The way to complete this zone is as follows:
  1. Drop the first telepod right before the set of blue fields and activate the first green switch
  2. Drop the second telepod at the intersection then go left
  3. Drop the third telepod at the next intersection then take the center path to activate all the switches in this area
  4. Teleport to the second telepod and go right
  5. Drop the fourth telepod at the fork then take the center path
  6. Drop the fifth telepod at the beginning of this area then activate all the green switches (and second yellow switch) and kill the enemies without shields by teleporting back a few times when you reach the end
  7. Continue through this path to kill the 2 sets of enemies and activate the third yellow switch
  8. Teleport to the third telepod and go right to activate the next 3 blue switches
  9. Teleport to the fifth telepod and activate the eighth blue switch
  10. Teleport to the first telepod and activate the switches in this area
  11. Teleport to the fifth telepod and activate the 5 red switches in this area
  12. Teleport to the third telepod and go right to activate the next 2 yellow switches
  13. Teleport to the fourth telepod and go right to activate the seventh yellow switch
  14. Teleport to the second telepod and activate the last 2 yellow switches and seventh red switch
  15. Teleport to the third telepod and go left
  16. Drop the sixth telepod at the fork then take the center path to collect the survivors and activate the eighth red switch
  17. Teleport to the sixth telepod and go right to activate the last red switch and collect the remaining survivors while taking the exit
Zone 46: Almek Front
  • Time: 41 seconds
  • Survivors: 110
  • Score: 20000
The tenth Critical Urgency zone. There’s some quick teleporting and bomb throwing to do here, but this zone is fairly straightforward overall.

Zone 47: The Wells
  • Time: 1 minutes 55 seconds
  • Survivors: 130
  • Score: 44550
You need to be quick here. The area where you need to drop a telepod has you activate the green switches first then go back to activate the blue switches before going back one last time to activate the red switches.

Zone 48: Eye Of the Storm
  • Time: 5 minutes
  • Survivors: 130
  • Score: 250000
This is the longest zone in the game. There are no intersections, but there are lots of alien swarms, including many of the ones that fly in from the sides. Try to kill as many as of the latter as you can in particular, but don’t fret if you miss a few as you shouldn’t have trouble getting enough points for the PERFECT Medal.

Zone 49: Hell’s Teeth
  • Time: 3 minutes 30 seconds
  • Survivors: 50
  • Score: 186000
The way to complete this zone is as follows:
  1. Drop the first telepod before the last 2 red switches then keep going forward
  2. Drop the second telepod at the intersection (where the blue field is) then go right to activate the next 5 switches
  3. Teleport to the first telepod to activate the last 2 red switches and collect the pickups in this area
  4. Teleport to the second telepod and take the right path where the red field was
  5. Drop the third telepod at the beginning of the next area and go through it while activating the first 8 blue switches
  6. Teleport to the second telepod to activate the last blue switch then go left where the blue field was
  7. Go through this entire path while activating the first 8 yellow switches and the first green switch - make sure to collect the survivors in the hidden path to the left
  8. Teleport to the third telepod and activate the remaining green switches as you move to the next area
  9. The last area features tons of enemies: kill them all and collect all the pickups! Note that you don’t need to drop a telepod at the beginning of this area (even though the telepod indicators show up here)
Zone 50: Vilio’s Wrath
  • Time: 42 seconds
  • Survivors: 100
  • Score: 23000
The eleventh and final Critical Urgency zone. It’s the hardest one with 3 sets of switches, some of which are very close together and require some quick reflexes. This zone might take a few hours to beat since you need to get the rhythm down, but it's the final zone in the game, so persevere and you'll get it done!
Video Walkthrough: All 50 Zones
Closing Notes
Thank you for reading/using my guide! I hope it helps you obtain those PERFECT Medals. Feel free to leave a comment below if you have any questions/feedback. See you in my next guide!