The World Spear/Walkthrough

This page contains walkthroughs for the regular and Master Level versions of The World Spear, the first level of The Ancient Gods, Part Two.

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 second 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.

Torch of Kings
As soon as you step forward a gang of imps will jump onto the broken bridge followed by a tyrant. Jump down to the plateau below to face zombies and two mancubi, then head towards the other side of the bridge and get ready to face two pain elementals. The ledge below the plateau is electrified, so jump towards the platform beyond it to summon a cyber-mancubus then jump back to safe ground and blast it from a distance. Jump across the platform that the cyber-mancubus was on to reach a climbable wall and follow it right past three fireball launchers, then look behind you to find a second wall with a fireball launcher above it and go up that wall to find the first grapple point, which has a skull barrier spinning round it. Use the super shotgun's meat hook to swing left to a second grapple point at the top of an electrified wall, then pull yourself up to the top of the broken bridge and kill a dread knight and imps that greet you. Head up the steps to a clearing in front of the village gate (which has fire generators dotted around it) and get ready to face three arachnotrons and a cursed prowler followed by two barons, cacodemons, spectres, shield soldiers and a cyber-mancubus; screechers will also start spawning once the barons arrive so steer clear of them if possible.

Once the arena is clear head for a green-cracked wall in one corner and kill two dread knights that burst through it (along with mecha zombies that spawn either side of you) then go through the wall and climb up to a platform above two fireball launchers; at the top is a skull switch protected by two tentacles which will open the neighboring enclosure and release a green spirit wolf. Once released the wolf will cross the clearing and be absorbed into a small brazier, which will create a circular safe zone around it; however, once enemies start spawning a buff totem will appear on a platform in the middle of the clearing, so you will have to enter the damaging mist and use the grapple point above the buff totem to reach it. Kill the carcasses, gargoyles and blaster soldiers that enter the safe zone to dissipate the mist and reveal a gang of revenants along with a turret that has taken the place of the buff totem; when you start killing the revenants an arch-vile will spawn by the village gate, so watch out for arachnotrons and Hell knights being summoned. Once everything is dead, the village gate will open so you can go through it.

Kill the blaster soldiers waiting for you behind the gate and a group of riot soldiers that take their place, then wait for a tyrant to come down the slope and kill that too before heading up to the fountain area. A giant tentacle will burst out of the fountain and it will be joined by two cyber-mancubi (one of which is possessed by a spirit), followed by a Doom hunter, a Blood Maykr, an arachnotron, a pack of stone imps, revenants, Hell knights and turrets, and finally two tyrants and some more riot soldiers - there will also be rotating lasers that damage you and slow you down if you walk into them, so awareness of your surroundings is a must at all times. 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 a cyber-mancubus and 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, where you will have to deal with a marauder, then head through the archway on the other side and kill a revenant that appears on the next roof. From here you can jump to a path leading to the sanctum courtyard.

Strike a cueball into a mancubus and some imps then enter the courtyard, where blaster soldiers are waiting followed by carcasses, revenants, a cyber-mancubus, an armored baron and some whiplashes. When all these enemies have been killed a pair of red lasers will start to spin across the floor of the courtyard; you will have to dodge these while fighting off a possessed baron, carcasses and arachnotrons followed by prowlers and two cyber-mancubui. After clearing the courtyard look in the corner opposite the entrance to see a rad suit in an antechamber - take it to trigger an ambush by two spectres, a prowler and then a marauder along with a stone imp (which respawns until the marauder is killed), then return to the courtyard to see that a blue portal has appeared above the sanctum entrance - use the grapple point above the center brazier to give you enough height to dash to it, and it will put you on a nearby ledge with some spinning chains. Use the grapple point between the chains to pull yourself to a monkey bar, then swing left and quickly shoot the green switch in front of you to reveal a second grapple point; this second grapple will let you reach some dash refill pickups leading to another blue portal that will send you to a room full of toxic slime. Kill the zombies, Hell knights and Maykr drones that spawn in the room, but watch out for screechers and keep collecting the rad suit refill in the middle of the room; once a cyber-mancubus bursts through a wall, kill it to lower the Hell barrier by the side entrance then go outside and turn right to see a cracked wall ahead that a dread knight will burst through. Enter the chamber and push past a carcass to reach a launcher, then dash round the corner to reach an overhead ledge with a mancubus and another screecher.

With all the enemies dead, jump through the wall opening behind the mancubus to return to the courtyard and go back there immediately; a spirit wolf has been released and it will head for the brazier in the middle of the courtyard, creating a circular safe zone for you to stand in. Purple goo will cover the floor, impeding your movements as you fight revenants, riot soldiers and a tyrant; use the meat hook to pull yourself along quickly. Once the mist clears, head into the now-open sanctum but do not go too far as the statue ahead will begin firing laser beams, and four turrets and Maykr drones will spawn to bar your progress - use the heavy cannon's Precision Bolt to take care of them, then go up the steps and kill the spectres and gargoyles that spawn behind you before collecting a Hammer charge from the middle of the sanctum. An elevator will carry you down into the catacombs where you will initially face arachnotrons and a cyber-mancubus followed by Maykr drones, prowlers, two tyrants and two pain elementals, and finally some revenants. After clearing this set of demons some electrical fields will activate around the arena and you will then be pitted against carcasses, another tyrant and three arch-viles (plus all the demons they summon, including Doom hunters).

Once the catacombs are clear (and the fields have switched off), head into the now-open doorway on the bottom floor to see a crushing ceiling over some purple goo; dash to the platform on the right of the crusher (watching out for a fireball launcher) then turn round to see a green button that you can shoot to shut off the laser grid ahead and raise another crusher. Kill a gang of imps that teleport in then dash past the second crusher and turn right to see a skull switch that will raise a final crusher on your left; kill some more imps that teleport in then dash towards some refill pickups over a flaming floor, which will propel you to an outdoor area. When you drop to the bottom floor a Hell barrier will appear overhead and you will have to contend with mancubi followed by arachnotrons and pinkies, one of which is possessed; use the blood punch pickups dotted around the area to get rid of the pinkies quickly. Once the Hell barrier disappears the next wave of demons will arrive - cacodemons, mecha zombies and carcasses followed by a pain elemental, a Blood Maykr and more cacodemons. After killing everything, use the grapple point above to pull yourself up to the top of a waterfall to find a 2UP then turn round to see another grapple point overhead that will pull you up to a broken bridge. Turn right and cross the bridge to reach the Torch of Kings.

Nether Lake
After the cutscene you will find yourself surrounded by a circular Hell barrier; plasma bombs will fall from the sky on to red pentagram symbols during this battle, so stay away from those if you can. You will have to fight off imps followed by arachnotrons and Hell knights, then a marauder followed by a Blood Maykr, an armored baron and a tyrant, which will lower the barrier and allow you to explore the rest of the starting area. Follow the path towards a laser grid and another encounter will begin that includes multiple waves - you will initially face a Doom hunter and cursed prowlers followed by an arachnotron, a dread knight and an armored baron along with stone imps and other fodder enemies (a spirit also spawns, try to destroy it before it takes a host); once the heavy demons are destroyed a buff totem will spawn behind some rocks on the left side of the arena, but use caution when approaching it as there are several tentacle holes surrounding it. The second wave includes whiplashes along with spectres, arachnotrons and cyber-mancubi (as well as another spirit, which should be destroyed as soon as possible); taking out most of the heavy demons will spawn a second buff totem near the back of the arena behind more tentacles and two turrets. After destroying this second totem, destroy the turrets along with any remaining demons to finally make the area safe.

Go back to the laser grid then look up and to the left to see a metal embedded in a wall; use the overhead grapple point to dash over to the skull and strike its green punch switch, which will cause it to fire projectiles at the laser grid generator and destroy it. Use the grapple point under the lasers to pull yourself over a wall, then dash between some more lasers round a corner to reach a second grapple leading up to the next ledge. Kill the waiting shield soldiers then enter the area they came from and turn round to see riot soldiers on the bridge above you. Climb up to a platform with four tentacle holes so you can reach the bridge and kill the riot soldiers along with a cyber-mancubus and arachnotron, then climb up the next ledge and look left to see a tyrant on the other side of a pit. Jump over to the tyrant (watching out for another laser grid), which will cause an arachnotron and baron to spawn on your left along with some screechers, then continue following the path until you jump through a wall opening and confront a dread knight and two gargoyles. Look left to see a trail of armor shards over a pit and follow these round to a grapple point, which will give you enough momentum to swing into a blue portal.

You will come out near a clearing below the lake's edge. Follow the path to a stream and get ready to kill a giant tentacle along with revenants and Maykr drones, along with two cyber-mancubi that spawn behind you, then head through the Hell barrier at the end of the stream and follow the path down to the arena that held the Escalation Encounter; some revenants and riot soldiers are waiting for you here, followed by a tyrant, an armored baron, an arachnotron and a possessed revenant, then more arachnotrons along with mancubi, carcasses and Hell knights followed by an arch-vile. Killing the arch-vile causes a buff totem to appear near the entrance, but when you go towards it a shield dome will appear and you will have to kill the revenants, pain elemental and dread knight that spawn to make it vulnerable again. After destroying the totem, you will face a third wave of opposition that includes an arachnotron, a Doom hunter, a possessed Hell knight, a mancubus, a second Doom hunter, a Blood Maykr and finally a baron. Once the area is finally clear, head up to the top floor of the arena where two riot soldiers have appeared by a large opening in the wall.

Dash past the flame jets then follow the path all the way down to the bottom floor; you will enter a foggy area containing mecha zombies, and when you get to the end of the path a Hell barrier will block your route and you will have to fight off a crowd of spectres - use the blood punch charges in this area to kill them. Once the barrier drops head into the blue portal ahead to be transported to a ledge with zombies, then use the grapple point in front of you to pull yourself round to an open area that contains Maykr drones and arachnotrons followed by revenants and prowlers. Clear the area to lower a wide Hell barrier with another revenant behind it, then jump to its platform and look left to see some monkey bars leading to the lake's edge - when you start swinging on the bars a giant tentacle will rise from the water to impede your progress, so drop to the ground and destroy it along with Maykr drones, shield soldiers, a cyber-mancubus and a Doom hunter followed by some cacodemons. Once they are all dead, use the grapple point above you to pull yourself up to the tallest platform where you will find the gate to the lake's edge.

Inside the Spear
After the cutscene, follow the path and kill a gang of stone imps that approach from the other direction then continue until you see some armor shards leading down to a climbable wall; drop down to this wall then look right to see a second wall, from where you can 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; when you step between the columns surrounding the altar it will be covered by a Hell barrier and you will have to fight off a gang of whiplash spectres along with some riot soldiers. Once the area is clear you will be teleported to the Torch of Kings where you must defeat a possessed baron along with an armored baron, before being sent to the broken bridge near the village gate; push your way past some mecha zombies, a cacodemon and a mancubus to reach the blue portal at the end which will take you back to the Escalation Encounter arena where some spinning lasers have appeared. This arena will pit you against two tyrants (one of which is possessed) along with a Blood Maykr, a whiplash and a dread knight; the last two enemies respawn so focus on the tyrants and Maykr as much as possible. Once these enemies have been killed (destroying the spirit is not required), you will return to the Seraphim altar to confront two Doom hunters along with a marauder and a Hell knight; once they are slain you can finally take the Wraith's Crystal then step through the blue slipgate to finish the level.

Weapons
In Classic Mode, the weapons and their mods are hidden in the following locations (note that mods do not appear until you collect their corresponding weapon):
 * Combat shotgun - available from the start.
 * Full Auto - underneath the starting platform.
 * Sticky Bombs -
 * Plasma rifle - in a round area to the right of the starting plateau.
 * Microwave Beam - after passing through the village gate, this mod is on a step near the bottom of the slope.
 * Heat Blast - at the entrance to the sanctum courtyard.
 * Super shotgun - by the first grapple point.
 * Heavy cannon - at the end of the broken bridge, on the side nearest the village gate.
 * Precision Bolt - at the back of the fountain area is a launcher; use it to get to the level above and you will see this mod in a corner.
 * Micro Missiles - on the path below the bridge leading to the Torch of Kings.
 * Rocket launcher - in the first wolf's enclosure.
 * Lock-On Burst - after using the blue portal above the sanctum entrance, turn left to find this mod.
 * Remote Detonate - in a corner of the arena just before reaching the lake's edge.
 * Sentinel Hammer - by the skull switch that opens the gate to the first extra life.
 * Chaingun - inside the second spirit wolf's enclosure.
 * Mobile Turret - behind a rock on the riht side of Nether Lake's entrance area, near a Hammer charge.
 * Energy Shield -
 * Ballista - on the bridge leading to the Torch of Kings.
 * Arbalest - behind a rock on the left side of Nether Lake's entrance area.
 * Destroyer Blade - on the path beyond the Escalation Encounter arena.
 * BFG-9000 -

Special items

 * Four extra lives
 * After clearing the fountain area 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 2UP 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 overhead and to the right.
 * Four soulspheres
 * When you propel yourself to the barn in the Sentinel village you will pass this soulsphere, which is protected by two rotating lasers.
 * After the electrical fields activate in the catacombs, a soulsphere appears above one of them.
 * At the end of the path below the bridge leading to the Torch of Kings; taking it causes two dread knights and a gang of stone imps to appear.
 * A soulsphere spawns above the Escalation Encounter arena during the final battle, protected by two rotating lasers.
 * Two Argent cells
 * Above the fountain area
 * After returning to the courtyard for the second spirit wolf encounter, an Argent cell spawns in the antechamber that held the rad suit
 * Seven Hammer charges
 * A Hammer charge spawns by the brazier during the second spirit wolf encounter.
 * Inside the sanctum, where Commander Valen appears in the standard level.
 * In a corner of the catacombs.
 * There are two Hammer charges in Nether Lake's entrance area
 * There are two Hammer charges in the arena where the Escalation Encounter arena took place.