Parallel Worlds

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Parallel worlds (also known as West/East worlds) are worlds which can be accessed by digging through the giant rock walls at the edges of the world. They have a nearly identical world layout as the starting world, but are missing certain key structures such as the Lava Lake and the Giant Tree. They also have new wands, max health upgrade pickups, and perks. Any biome visited in a parallel world will be affected by the same biome modifiers as the equivalent level in the original world, and will have 'East' or 'West' prepended to their name accordingly (e.g. 'West Holy Mountain', 'East Desert'). Amusingly, this is true even of biomes with 'The' in their name, such as 'West The Vault'. Only one prefix will be added, regardless of how many worlds over you are.

Reaching a Parallel World

To reach a parallel world, digging spells like Black Hole, Ground To Sand or Matosade is recommended. Not only will you need to dig through a giant wall made of Extremely Dense Rock (which is roughly the width of the Lake), it has a 1024px wide wall of deadly material known as Cursed Rock. Crossing will cause heavy damage to you while within the boundary and especially if you're touching the rock.

Digging through the wall

To dig through the wall, the fastest method is to use Black Holes with Speed Up or Light Shot. ~6 black holes is ideal. If you don't have any speed modifiers then you need ~36 black hole charges to pierce the whole wall, ~9 of which are needed for the cursed rock section. The Projectile Repulsion Field perk can significantly increase the velocity of Black Hole, but can introduce heavy inaccuracy, fixed with Horizontal Path.

A Tannerkivi, ideally combined with the Dissolve Powders perk.

A high–mana charge speed wand with Luminous Drill or Plasma Cutter can allow you to make slow but steady digging progress through the wall. Emphasis on slow. The benefit of this method is that it's extremely cheap. Pair with spells like Chainsaw to cut down on digging time.

If you happen to obtain the spell Matosade and have the Unlimited Spells perk or a way to cast it infinitely (Greek Spells/Wand Refresh), you will be able to quickly dig through the entire cursed section with ~5 Matosade casts.

Surviving the damage

Even without the Cursed Rock, you will still be damaged from being in a cursed area. The damage from being in the area is far lower than the damage you take from touching Cursed Rock.

Here are a few approaches to tackle the issue:

  • A large HP pool. ~2000 HP is enough to walk across while standing on Cursed Rock.
  • Constantly heal yourself with some sprayed bottled Lively Concoction.
  • Block the damage with Ambrosia. Combine with Teleport Bolt for best results, as normal movement dissolves it quickly, or transport the pool with you by digging diagonally.
    • If you have the Oil Blood or Slime Blood perks taking damage will generate large amounts of liquid which makes it extremely difficult to use ambrosia. (See Nullifying Altar to fix)
  • Polymorph into a Jättimato, Helvetinmato, or a Kalmamato using Chaotic Polymorphine to tunnel through the dangerous section in one go. It'll almost always take many tries to get the correct form. Being as safely close to the Cursed Rock as possible is recommended. The normal Mato and the Pikkumato don't have the speed or the health to cross the gap without dying. Going over 85 polymorphs has a chance to permanently trap you in the polymorphed form so be careful.
  • Dig through the whole section first, then use Teleport Bolt and quickly hop through it. You will want ~200 HP, as long as you don't touch the Cursed Rock.
  • The curse area is a 500px square but a chunk is 512px square. This means that you can dig and pass without taking damage. Lukki Mutation, Tannerkivi or Ground To Sand is recommended for avoiding direct contact with Cursed Rock. Accelerated blackhole is useful to find chunk borders.[1]

Each method has its merits.

Long distance travel

The correct combination of spells can make you teleport long distances, including to parallel worlds.

Most portals in Noita lead back to the main world, providing a fast way to return. (See below for details.)

Differences to the Starting World

Despite being "parallel", Parallel Worlds posses many differences to the main world, ranging from absent world generation to new or altered spawns.

In most cases, missing structures are replaced with a completely empty space or default biome generation, and the terrain around it may therefore look unusual or not connect properly; this is most clearly seen where the Lava Lake would be, at the connection to the adjacent shaft. Additionally, areas where visibility is normally impaired by a default biome modifier (such as the Dark Cave) retain this trait in the space where they would have rendered.

List of changes to parallel worlds

  • The entire Laboratory, including its Holy Mountain and Kolmisilmä, is missing.
    • Because of this, parallel worlds only ever have 6 Holy Mountains, instead of the usual 7.
  • Kolmisilmän koipi and its chamber are missing (though the rest of the Pyramid still exists, and even generates biome chunks where the chamber should be).
  • Pixel scenes (unique fixed structures and formations) created via biome generation are "re-rolled" in Parallel Worlds.
    • This makes certain locations worth revisiting, as useless main-world structures may be replaced with something more useful in parallel worlds. Long horizontal scenes in particular have a good chance to potentially generate as spell shops.
  • The giant skull buried under the East Meat Realm (as well as the Limatoukka within it) are missing.
  • Syväolento does not spawn, though the Lake and the ??? room containing the Essence of Spirits are still present.
  • The Giant Tree, including the achievement pillars and the Kantele (as well as its note spells), is missing.
    • The Huilu still spawns in its usual location, allowing additional note spells to still be obtainable.
  • The stone spire on the east side of the Snowy Wasteland, which serves as the only guaranteed spawn for the Paha Silmä, does not generate.
    • Due to its only other obtainment method being as a 0.75% chance from chests, there is no guaranteed and time-efficient way to obtain more than one Paha Silmä without entering NG+.
    • If one must stay in NG for some reason, statistically, there is a nearly guaranteed chance for more than one Paha Silmä per seed, and even very high chance of finding one before one is more than ten PWs out (assuming all chest spawns on the main path and Overgrown Cavern (a region that is near the border walls, typically profitable to traverse in underground PW travel routing))) are being checked, assuming that the seed spawns an average number of chests.
  • The Dark Cave, including both of its health pickups, are missing.
    • However, the darkness present in the cave still persists where it would normally be.
  • The Lava Lake, including the orb below it, is missing. This results in all NG Parallel Worlds having 10 Orbs instead of 11.
    • This does not apply to NG+, as the orb generates differently and is copied in NG+ PWs.
  • The Hiisi Base's secret spell shop (including the Hourglass Chamber above it) and the Hiisi Anvil are missing.
    • The eye-shaped chamber that the Hourglass can lead to still exists in its usual location.
  • The lake island is missing, making the Essence of Fire unobtainable in parallel worlds, and also making it impossible to create the portal to the giant skull in the east.
  • The giant skull in the Desert is missing, making it impossible to create the portal to the lake island in the west.
  • The pond to the east of the Mountain entrance is missing.
  • The Moon and Dark Moon are missing.
  • The cave containing the Refreshing Gourd in the western wall by the Cloudscape is missing.
  • Essence Eaters are only present in the first parallel world in either direction.
  • All Orbs of True Knowledge are replaced with Orbs of Corrupted Knowledge.
  • Most portals (such as those leading into a Holy Mountain, to/from the Tower, and to/from various secret structures such as The Hourglass Chamber) do not account for you being in a parallel world, and will instead lead to their respective location in the main world.
    • The respective structures are still present in parallel worlds, but must be dug to.
    • This property can be exploited, as it results in all Holy Mountains and most special structures possessing a portal that functions as a helpful shortcut to the main world.
    • The only exceptions to this are the portals in the Fast Travel Room, which always take you to your respective locations in the current world.
  • Many Alkemistin Varjo and Kolmisilmän Kätyri, shadowy clones of Ylialkemisti and Sauvojen tuntija respectively, spawn on the surface and above it; generally, the surface and sky are unsafe without an answer to this.
    • Rarely, some of these can even spawn inside Extremely Dense Rock walls. This is most likely to be seen far above ground level while hugging the wall, as this allows more "rolls" for the phenomenon to occur.
  • The Snowy Depths's Munkki Hand Statues do not spawn.

Far Lands

Noita's borders exist 16 777 216px from the center of the world, this works out to 468.1 Parallel Worlds in one direction for NG, and 512 for NG+.

After reaching the border, FuryForged explains

"there is a solid invisible barrier which no particles can pass. Any spells or whatnot will just hit this invisible wall and vanish. This is the barrier where movement along the X axis is impossible (although, this is Noita and we have teleport bolts that allow us to teleport through this stasis field...but, again, the game is non-stop crashes past this point.)"

I Went to the Noita Far Lands... - FuryForged

Issues and Crashes

Visiting too many Parallel Worlds in one game may cause Noita to struggle due to the sheer size of the save file. Eventually, Noita may crash due to memory overload.

This problem was reduced in later versions of Noita, and visiting hundreds of parallel worlds (in either direction) should now be stable.

This problem is unfortunately made much worse if you have the perk Gold is Forever; see Nullifying Altar for removal during a run.

(OLD tip) You can reset most of the file size by taking the 'player.salakieli' file from your current save, saving it, and transferring it to a new game to retain your perks, health and items, though some players may consider this cheating. Remember that your position will be the same in the new world as the old game, so you may get stuck in a wall if this is done while you are underneath the surface—and you will be in a parallel world in the new game if you ported it from an old one that was.

History

  • Nov 5 2019: Parallel worlds are now separated by Cursed Rock.

References