4-1: Slaves to Power
SLAVES TO POWER
4-1: SLAVES TO POWER | |||
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General | |||
Layer & Part | GREED /// FIRST | ||
Challenge | Don't activate any enemies. | ||
Music | Dune Eternal | ||
Tip of the Day | |||
HITSCAN weapons can be used to hit the shotgun's CORE EJECT in mid-air to increase its damage and blast radius.
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Collectables | |||
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Enemies | |||
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Rank Requirements | |||
Rank | Time | Kills | Style |
S | 04:00 | 102 | 18,000 |
A | 04:30 | 95 | 16,000 |
B | 05:30 | 85 | 12,000 |
C | 08:00 | 50 | 7,500 |
Levels | |||
Previous | Next | ||
3-2 | 4-2 | ||
4-1, 4-2, 4-3, 4-4![]() |
4-1: SLAVES TO POWER is the first level of Greed and Act II, introducing Virtues and
Dual Wield Orbs.
The music used in this level is Dune Eternal.
Level
Start
4-1 starts off on a series of bridges high above a desert below, leading into a small platform with a pool of water. The silhouette of a pyramid can be seen in the distance, with a herd of Sisyphean Insurrectionists climbing up the sides.
Walking forward on the bridge will spawn a wave of eight Filth and two
Streetcleaners. Proceeding to the platform will lock the door to the connected building and summon another wave of enemies, with four
Strays, two
Soldiers, and another four
Filth.
Virtue Introduction
The door leads to an enclosed staircase, lit up by four long torches with green flames. Symbols resembling ancient Egyptian hieroglyphics are written all over the walls and ceiling.
The door on the opposite side of the staircase leads into a small arena featuring two separate flights of stairs connecting to a door above. Torches are the only source of light in this area.
This arena serves as an introduction to the Virtues, abstract, lesser angels that cast a white spinning sigil that tracks the player's position before firing a large, powerful beam of holy light, regardless of whether it has line-of-sight with them or not. They become enraged after casting five beams (or fewer in higher difficulties), causing them to more accurately track the player's position.
Upon walking into the arena, one Virtue will be summoned to challenge the player. Once it has been destroyed, another two
Virtues will take its place, accompanied by six
Filth. The exit leading to the outside unlocks after the room is cleared of enemies.
Spiraling Tower
The exit of the previous arena leads into a spiraling tower of three heightened platforms and a staircase wrapping around the tower.
Walking to the staircase will spawn a Schism, along with a
Virtue on the second platform. Continuing up the stairs will spawn two
Soldiers, with a
Streetcleaner at the top floor as the player moves forward along.
Lava Arena
The door near the second platform leads to a corridor with several pillars holding up the ceiling. Two Virtues will spawn on either end of the corridor as the player moves forward, unlocking the door after they are both defeated.
The arena afterwards houses several flights of stairs connected to platforms with railings, and streams of molten lava on the sides of the arena.
Moving forward through the arena will summon a wave of four Soldiers and two
Schisms on the platforms and three
Drones in the air. Defeating them will cause a group of six
Filth, two
Streetcleaners, and a
Virtue to spawn in.
Outdoor Platforms
The exit of the previous arena leads back outside to a set of walkways and platforms, with the player needing to jump across to pass. This bridge connects to the entrance to the final arena.
Heading to the first platform will spawn two Strays and eight
Filth. Moving forward will spawn four
Soldiers on the second platform, with a
Malicious Face spawning at the far edge of the platform.
End
Heading through the door will lead to the final arena, a large room with various stairways, platforms, and archways, with torches lighting up the room. In the middle of the arena lies the first Dual Wield Orb, which sits in the middle of the arena. Upon collecting the Dual Wield powerup, the player will have an added duplicate of each of their weapons for chaos to ensue: with twice the weaponry, twice the power, and twice the carnage, lasting for two whole minutes in total.
Walking near the powerup initiates a large enemy encounter, causing four Soldiers to spawn on top of the archways and a horde of twelve
Filth to spawn by the corners. Once a sufficient number of opponents have been killed, another wave of eight
Strays, three
Schisms, and two
Virtues spawns in, with each Virtue hiding in one of the tunnels. Killing enough of the previous wave will spawn in a final wave of three
Cerberi.
Upon clearing the arena, the door will open, leading to a small hallway with the exit gate, allowing the player to finally exit the level.
Challenge
To complete the level’s challenge, the player needs to move around all the enemy spawn locations and take a path around the level, which can be achieved with movement techniques such as Slam Storage, Rocket Riding, or Explosive Boosting.
It is recommended to head left of the starting bridge and climb onto the roof of the first building, then continue forward avoiding the main path of the level.
On the roof of the final arena lies a cracked section of brick on the top of the building. Breaking it will drop down a chute leading directly to the exit gate where the player can exit the level and complete the challenge.
Secrets
#1 | ![]() |
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Trivia
- The title of the level is a reference to Powerslave, an album by Iron Maiden.
- It may additionally be a reference to the eponymous 1996 first-person shooter game PowerSlave, also named after the Iron Maiden album. The game also features an Egyptian setting.