6-1: Cry for the Weeper
CRY FOR THE WEEPER
6-1: CRY FOR THE WEEPER | |||
---|---|---|---|
![]() | |||
General | |||
Layer & Part | HERESY /// ACT II CRESCENDO | ||
Challenge | Beat the secret encounter. | ||
Music | Chord of the Crooked Saints Altars of Apostasy (incl. "Hall of Sacreligious Remains")[sic] | ||
Tip of the Day | |||
The space of a large arena can be used to one's advantage.
Using the environment to break line-of-sight with enemies allows for some breathing room and time to consider target prioritization. | |||
Collectables | |||
![]() ![]() ![]() | |||
Enemies | |||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||
Rank Requirements | |||
Rank | Time | Kills | Style |
S | 06:20 | 91 | 27,500 |
A | 07:00 | 87 | 22,500 |
B | 09:10 | 70 | 12,000 |
C | 13:10 | 40 | 5,000 |
Levels | |||
Previous | Next | ||
5-4 | 6-2 | ||
6-1, 6-2![]() |
6-1: CRY FOR THE WEEPER is the first level of Heresy and the penultimate level of Act II, testing the player on their knowledge on the new mechanics and enemies of Act II in a lengthy gauntlet, along with the reintroduction of Swordsmachines and
Hideous Masses as standard enemies after their debut in 0-2: THE MEATGRINDER and 1-3: HALLS OF SACRED REMAINS respectively. 6-1 also houses a secret encounter with the special Insurrectionists:
Insurrectionist "Angry" and
Insurrectionist "Rude".
The music used in this level is Chord of the Crooked Saints during the beginning half, and Altars of Apostasy for the second half, with Halls of Sacreligious Remains[sic], a reprise of Castle Vein, featured in the final arena.
Level
Start
The start of 6-1 is a long hallway of black stone, lit up with a sanguine glow from the windows. Moving forward, the player enters a large room with a set of 4 chains within the center, with a blood-like substance running behind the walls.
Heading towards the door forward will spawn a wave of two Malicious Faces and a
Swordsmachine, now introduced as a common enemy after its main debut all the way back in 0-3: DOUBLE DOWN.
Crossroads
After killing all the enemies, the player ends up into a dimly lit room with a massive headless skeleton, with blood and gore dripping down from the ceiling. To the left and right of the room lie each a locked door, with the left door housing a Red Skull Key behind it, and the right door proceeding down into a passage, with the only unlocked door at the far end of the entrance.
Harvesting Chamber
Moving along from the door forward, the player enters a dimly lit hallway, where two Filth appear out of the shadows to attack.
At the end of the hallway, the player jumps down into a large room with various sets of pillars, which upon entering the room light up into sets of churning pillars of blood, healing the player 20 HP upon breaking.
Lighting up the arena will cause a wave of six Filth and four
Soldiers to appear. Killing all the enemies will then spawn another wave of four
Schisms and a
Swordsmachine, with either killing the Schisms or weakening the Swordsmachine to its second phase causing four
Strays to spawn in. Once all the enemies are killed, the doors will unlock to progress further.
Lava Chasm
Afterwards, the player makes it to a long room with a set of two platforms above a large pit of lava. Moving to the platform by the middle of the room will cause a Malicious Face, two
Virtues, and a
Sentry to spawn in, with the Sentry and Malicious Face on the platform where the player stands, and the Virtues by the entrance and exit.
The player can then make it to a small room with the Red Skull Key, which then opens up the door looping back to the crossroads.
Sheer Drop
With the Red Skull in hand, the player heads to the door in front of the gate with the Red Skull Key, leading to a dark winding corridor. The player eventually makes it to the Red Pedestal for the skull, next to a small pillar which rises out to reveal a hole in the bottom of the floor.
Dropping down will lead outside to a blood-red hellish sky, with an upside-down city hanging from above and towers that extend into the void. In front of the player lies a long walkway leading to a platform in the distance. Altars of Apostasy begins to replace the entirely faded out Chord of the Crooked Saints.
City Skyline
Making it over the walkway, the player will reach a large stone structure next to a building, with a tunnel in the middle leading to an underneath portion of the structure, bounce pads at the bottom of the structure, and a Green Hookpoints within the center.
Walking towards the door will cause it to lock shut, and a wave of eight Filth, a
Swordsmachine, a
Cerberus, and two
Sentries to spawn in, with the Swordsmachine and Cerberus on the center roof of the tunnel behind the door, and the Sentries and Filth on the side edges. Another wave will spawn in after all the enemies are killed, consisting of four
Strays, two
Schisms, two
Soldiers, two
Malicious Faces, a
Virtue, two
Streetcleaners and another
Sentry. The door ahead will unlock once the final wave is killed.
Chapel Entrance
Moving along through the door within the previous arena, the player will make it into a large room with various raised platforms above a pool of smoldering blood-like substance. Heading through the room will cause a wave of four Strays. two
Schisms, two
Soldiers and a
Malicious Face to spawn in, with the Schisms and Malicious Face at the topmost platform, and the Soldiers and Schisms on the various platforms.
The player will then make it back outside to a long stretch of platforms leading to the next building, with bounce pads near the bottom. Moving across each platform will cause a group of enemies to spawn on each one, starting off with two Streetcleaners in front of the player, two
Soldiers on the next platform and a blessed
Virtue with its
Idol at the far end. Farther along will spawn in a group of four
Filth and two
Schisms on the next platform, and a final group of four
Soldiers will spawn in before the player makes it to the Virtue.
At the end of the platform section lies a long tunnel with a door, where the player can head through to the next arena.
Halls of Sacrilegious Remains
Entering through the earlier door, the player walks along the stretch of hallway, where the music fades out and the voice of Gabriel presents itself to the player, awaiting them as the player heads further down into Heresy.
Making it to the end of the hallway, the player reaches a large, dimly lit arena, with various arching platforms, stairways, and pools of lava on either side of the room. Heading into the room will cause Gabriel to chime in again, before the real fight begins.
The lights will suddenly light up and Halls of Sacreligious Remains[sic] begins, revealing two Hideous Masses at the top of the stairs, calling back to its first encounter in 1-3: HALLS OF SACRED REMAINS. Killing the Hideous Masses will each spawn in an enemy wave, with the right Mass spawning in four
Soldiers and a
Swordsmachine, and the left spawning in four
Strays and two
Cerberi. Once all the enemies are killed, the elevator will open at the end of the room to allow the player to exit the level.
Challenge
To complete the level's challenge, the player needs to take the Red Skull found next to the entrance to the outdoor skyline, and jump through the hole before the hole closes up. If quick enough, the player can then make it outside with the skull in hand. The player then needs to head above to the large building by the first arena, where a red pedestal awaits in the middle. Placing the Red Skull onto the pedestal will then cause a secret encounter with the special Sisyphean Insurrectionists:
Insurrectionist "Angry" and
Insurrectionist "Rude".
Similar to the previous encounter in 1-3: HALLS OF SACRED REMAINS, Angry and Rude have a unique health system: if one of the bosses is killed without killing the other, they will remain downed where after a short period they will regain a portion of their health back, corresponding to the other partner's health. However, unlike the secret encounter in that level, Angry and Rude do not share any extra weaknesses outside of the ones that apply to the normal Insurrectionist.
To fight against them, it is highly recommended to collect the Dual Wield Orb underneath the platform of the first outdoor arena, as the extra damage can easily shred through the bosses.
Sawblade traps, the
Overheat Nailgun, Railcoins from the
Electric Railcannon, and the
S.R.S. Cannon's
Cannonball are especially useful during the fight, with sawblade traps allowing the potential for serious damage, the Overheat Nailgun or Sawblade variant for added fire damage, and the S.R.S Cannon able to temporarily stun the Insurrectionists. Any other methods of fire damage, such as explosives from the
Shotgun and
Rockets are also beneficial, as weapons deal extra damage while the Insurrectionist is on fire. Added along with the Dual Wield Orb, the fight and challenge can be easily finished with these methods.
Secrets
#1 | ![]() |
![]() |
#2 | ![]() |
![]() |
#3 | ![]() |
![]() |
#4 | ![]() ![]() ![]() ![]() |
![]() |
#5 | ![]() |
![]() |
Armboy
If the player decides to move above the pillar where they dropped down from after placing the Red Skull, and heads to the roof, they will find a purple creature with a white face and large muscular arms, spinning around in a pedestal. Getting close to it will show a message at the bottom, revealing the name of the creature to be 'Armboy'.
The book to the left of Armboy contains the following (click to expand):
A R M
B O Y
! ! !
PENIS!
Noclipping through the upside-down city to the top of the building where the two Hideous Masses are fought, past the
Blood Orb, the player can find the word "PENIS!" spelled out from tiles on the floor, with a smiling face directly below it. The word and the face are drawn on the floor using different tiles from what the rest of the roof is covered in.
Gallery
Trivia
- The player can "softlock" themselves by returning the Red Skull to its original pedestal while outside the room.
- As the player progresses through the first part of the level, channels of Chord of the Crooked Saints will fade out, until only ambient noise is left as the player delivers the red skull.
- The title of the level is a reference to "Cry for the Weeper" from the album Black One by Sunn O))).
- It may also be a reference to John 11:57, translated as "Jesus Wept" in both the King James and Standard English versions of the Bible, though this may be entirely coincidental.
- Like Black One, Chord of the Crooked Saints is drone metal.
- If the player performs a slam bounce while dropping into the second part of the level, they can end up out of bounds.