The World Spear

The World Spear is the first level of The Ancient Gods, Part Two, the second expansion for Doom Eternal. The level is set on Argent D'Nur, near the tip of the World Spear, the cosmic crystal that pierced the planet ages ago. The Doom Slayer must find a Wraith crystal inside the Spear, which is the only means of powering the Gate of Divum that will provide passage to Immora.

The screecher, armored baron and stone imp enemies are introduced in this level, and the Sentinel Hammer is also acquired here.

"The Slayer must seek out the World Spear on his journey to face the Dark Lord, as only a mysterious artifact hidden within the crystalline monolith will open the way to Immora. The cosmic spire towers over Argent D'Nur, with only those deemed worthy allowed entrance inside..."

- Loading description

Lore
The World Spear, also known as the Cosmic Spear, struck the planet of Argent D'Nur millions of years ago with enough force to pierce it from pole to pole. Shortly thereafter the Wraiths emerged and spread across the world, their magic bleeding into the land and causing life to spring forth. Power continues to flow from the Spear, and rumors persist that some Wraiths still live inside it. The tip of the spear is surrounded by an enormous crater known as the Nether Lake, and its entrance is guarded by two silent spirit guardians known as Gatekeepers who only permit those found worthy - Argenta shamans and mighty warriors like the Slayer - to step inside the spear. All other visitors are cut down by the Gatekeepers' divine strength.

Objectives

 * Obtain a power source
 * Light the Torch of Kings
 * Cross the Nether Lake

Torch of Kings
Head straight forward until you drop to a plateau with zombies and blaster soldiers then head down the platforms to confront two shield soldiers and a cyber-mancubus. Jump across to a climbable wall and follow it round a rock column, then look behind you to find a second wall with a fireball launcher above it; at the top, if tutorials are enabled then you will be shown how to use grapple points. Use the grapple point in front of you to swing left to another climbable wall and use it to reach the other side of the broken bridge, then head forward to face various demons including the screecher - try not to kill this enemy as its death scream will empower all other demons around it. Once the area is clear, look to the left of the large gate to see a green-cracked wall in front of it then jump up to a ledge with a skull switch which will release a caged spirit wolf; the wolf will cross the area and be absorbed into a smaller brazier, which you must stand close to for the next battle. Kill the demons that enter the circular safe zone (which are empowered by a buff totem) and the fog will clear to reveal the totem being guarded by pinkies. Use the blood punch charges provided to quickly kill the pinkies, then destroy the totem and head up to the now-open gate to enter the village.

As you walk through the gate an armored baron will jump down; destroy its armor with the plasma rifle (the Microwave Beam mod is most effective) or shoot the mace with the ballista when it flashes green, then kill the baron before the armor regenerates. Head up the next slope and destroy a giant tentacle that bursts out of a fountain, then prepare to kill several more heavy demons - an arachnotron and another armored baron, followed by two cyber-mancubi and a pain elemental and then two Doom hunters that spawn one after the other. After clearing the area, head up the slope next to the fountain and walk between two green torches to find a doorway leading to a hole in the floor. Drop down and quickly dash along the trail of armor shards to a climbable wall, then look left to a launcher and use it to propel yourself up to a green-cracked wall with some blaster soldiers behind it. A second launcher has activated below; use it to fire yourself up to a monkey bar and swing across to the upper level of a barn, then jump to the other side and kill a revenant that appears on the next roof. From here you can follow the path down to the sanctum courtyard.

Kill the many imps that spawn in the courtyard along with two whiplashes and a Hell knight, then look at the doorway opposite the sanctum portcullis to find a rad suit. Turn left and punch through the cracked wall ahead to enter a pool of toxic sludge. Kill the Hell knights that enter the room, watching out for any screechers that spawn, then head through the next doorway and turn right to approach a cracked door that a dread knight will burst through. Enter the chamber and step on the launcher inside, then dash round the corner to reach an overhead ledge from where you will see a grapple point. Grapple over to a climbable wall and head round it, then drop to the ground and follow the path to another climbable wall from where you must grapple past some spinning chains to the next platform. Kill two cacodemons that fly in behind you, then use the next grapple point to reach a monkey bar; swing round the tower and follow the trail of armor shards to another grapple point that will get you into a tower containing another spirit wolf.

The wolf will head for the brazier in the middle of the sanctum courtyard, but your movements will be hindered by some purple goo that bubbles up from below. Kill the zombies and two mancubi that enter the safe zone, again watching out for screechers, and when the fog clears approach the now-open sanctum. Before you can get through the door a Hell barrier will block it off, and you will have to contend with four cyber-mancubi followed by a baron of Hell; use the Onslaught powerup that appear by the brazier to easily destroy them. Once the demons are killed, head inside the sanctum where Commander Valen will present you with the Sentinel Hammer; if tutorials are enabled then you will be shown how to charge and use this weapon. After collecting the Hammer you will descend into the crypt where numerous demons are waiting for you - revenants followed by cacodemons and arachnotrons (one of which is possessed by a spirit) and then two tyrants. Once the area is clear, enter the now-open doorway on the bottom floor to a watery passage and follow it until you get outside.

As you drop to the ground you will be confronted by blaster soldiers along with a pack of stone imps; only the Sentinel Hammer or the combat shotgun's Full Auto mod will hurt them. Having killed all the demons, head up to a monkey bar and use it to swing to the next ledge, then follow the path round to a skull switch that will activate a launcher leading to a grapple point. Use the grapple point to get on to the broken bridge, then head forwards to the Torch of Kings.

Nether Lake
After the cutscene, head straight forward along the path until you see revenants appear in front of you, along with spectres that attack you from behind; these will be followed by stone imps, arachnotrons, dread knights, an armored baron and mancubi. After clearing the area, go back to the path and follow it to a grapple point over a pit - use it to swing over the wall, then use the dash refill pickup and another grapple point to swing yourself round the corner to a ledge with mecha zombies. Climb up the steps past some blaster soldiers to an arachnotron, then turn left to destroy a cyber-mancubus before jumping over to its platform where more blaster soldiers and a Hell knight are guarding the automap station. Jump through a large wall opening to find a medikit then follow the trail of armor shards round to a monkey bar and then a grapple point, which will lead round to a climbable wall. Jump backwards to a platform and kill the mecha zombies shooting at you then head into a narrow tunnel; you will be trapped between two Hell barriers and some barrels and blood punch charges will spawn, followed by a pack of imps and pinkies.

Follow the path up and round past some flame jets into an arena, where you will find the gore nest for the first Escalation Encounter (see below for more information). Once this is completed head into the cavern at the opposite end of the arena and use the launcher to propel yourself upwards, then jump towards a second launcher and quickly turn round to find a grapple point that will swing you round the corner. You will come to a clearing with a waterfall - defeat the armored baron that jumps over the waterfall along with a turret positioned next to it, then head past the turret to deal with two cyber-mancubi that jump through the wall openings ahead. Use the monkey bar between the openings to swing round to a climbable wall, then go up and turn left to find a grapple point that will lead you round to the next floor, where you will have to contend with three Blood Maykrs in total along with imps and prowlers. Jump through the archway to a ledge then look left to see some monkey bars leading round to the Nether Lake; when you try to swing over them a giant tentacle will impede your progress along with arachnotrons and barons. Drop to the ground to dispose of them, then use the grapple point above your head to reach the lake edge.

Inside the Spear
After the cutscene, follow the path forward to a trail of armor shards and follow them down to a climbable wall, then look right to see a second wall. From the second wall look left to see a pair of crushing pistons; aim to jump past the first piston so you can grab a climbable wall under the second, then climb up and use a grapple point past the second piston to reach the next wall. Jump right to a safe platform then use the grapple point again to pull yourself towards a crystal barrier; shoot the switch on the barrier in mid-air to open it and reveal a launcher that will propel you to the floor above.

Head up the slope to a pool of purple goo with a punch switch on the other side, which will temporarily deactivate a nearby fan. The next sequence must be done quickly - after hitting the switch follow the trail of armor shards down to a climbable wall and grab it, then climb up to the top and turn right to see a shootable switch that opens a crystal barrier below it. Drop down and dash to the ledge behind the barrier, then turn round to see a monkey bar leading to a second switch; shoot this switch in mid air to open another crystal barrier, then use the monkey bar behind it to swing over to a third barrier with a blue portal behind it. If you succeed you will reach an altar surrounded by Seraphim holograms; go to the middle of the altar and take the Wraith's Crystal from it, then step through the blue slipgate to finish the level.

Escalation Encounter
The first wave of the Escalation Encounter is mandatory and initially pits you against cyber-mancubi and whiplashes, followed by cacodemons and Hell knights, pinkies and prowlers, then a baron and some carcasses. Completing the first wave upgrades the Sentinel Hammer, causing demons hit by it to drop more ammo.

The first wave of the Escalation Encounter is optional and initially pits you against cacodemons and pain elementals, followed by several Hell knights, mancubi and cyber-mancubi, two arch-viles, then two tyrants and two Doom hunters. Completing the second wave unlocks the "World Spear Slayer" skin.

Special items

 * Four extra lives
 * After clearing the combat encounter with the giant tentacle, head straight forward until you reach a small door then turn left to see an archway; there is a skull switch hidden here that will open a gate on the opposite side of the arena, revealing a 1UP.
 * A 1UP can be found at the top of a waterfall in the outdoor area before the Torch of Kings.
 * After reaching the Nether Lake section, follow the path as normal until you get to the ledge above the starting area. You will see a 2UP on your right above a grapple point.
 * Two Argent cells
 * In a small antechamber from the sanctum courtyard, next to a rad suit. Two mancubi will spawn behind you when you take the cell; blow up the barrels on either side to destroy them.
 * From the "World Spear" Codex page, follow the trail of armor shards round to a climbable wall then jump backwards to reach a cell.
 * Six Hammer charges
 * In the crypt underneath the sanctum.
 * In the outdoor area where you first encounter the stone imps.
 * On reaching the Nether Lake section, there will be two Hammer charges to your left and right.
 * There are two Hammer charges in the Escalation Encounter arena.
 * Two Codex pages
 * "World Spear" - on the main path, above the starting area of the Nether Lake section.
 * "The Crystal and the Gatekeepers" - next to the Wraith's Crystal.

Master Level
A Master Level version of this mission was released with Update 6.66 on, which makes a number of changes to significantly increase the level's difficulty:
 * The number and variety of monsters is greatly increased.
 * Additional hazards such as laser grids and fireball launchers are added throughout the level. A new type of laser beam is added to several arenas, which slows the player's movements if it makes contact.
 * The Sentinel Hammer is available from the very start of the level.
 * The route through the level is different and involves using portals in mid-air. The final battle to obtain the Wraith crystal sees the player teleporting to several previously-explored areas.
 * Ten challenges are introduced which require the player to complete the level at different difficulties, including Ultra-Nightmare. The "Classic Mode" introduced with the Super Gore Nest is retained here, where the player starts with an unmodified combat shotgun and must collect more weapons and modifications as they progress. Completing all ten challenges unlocks a green chrome skin for the ballista. Each individual challenge also has its own cosmetic item unlock.

Trivia

 * After completing the first combat encounter after receiving the Sentinel Hammer you will enter a water-filled passage. Daisy can be found in a hole in the brickwork on one of the walls.
 * When you reach the Torch of Kings, do not approach it - instead, turn around and leap to the other side of the broken bridge. Sitting on a barrel here is a tiny impaled corpse from the original Doom.
 * Upon reaching the end of the mission and unlocking Fast Travel, use it to back to the first checkpoint (Sentinel Mountain > Mountain Forest). A sword embedded in the ground with a "Use" prompt will have spawned behind your spawn point, next to a tree. Use the sword to trigger a secret encounter with five marauders at once.