Sampo

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The Sampo (listen Audio.svg) is the glowing blue gear-shaped item you find sitting in front of Kolmisilmä in The Laboratory, at the very end of the main path. Grabbing or charming the Sampo with Pheromone triggers the boss fight with Kolmisilmä.

Uses

All of the uses of the Sampo either trigger one of the game endings, or the start of a New Game+, depending on how many Orbs of True Knowledge you have collected. The New Game+ orb numbers here are for when you are in New Game, more details for orb numbers when in a New Game+ loop can be found at Orb Requirements for Entering NG+.

Location Orbs Collected Use
The Work (End) Any Number Triggers the normal game ending. The world turns to Gold, and you are killed to end the game.
The Mountain Altar 0-4 Turns the world into Toxic Gold.
5-10 Triggers New Game Plus[1] (NG+).
11 Triggers the Pure ending; the world will turn to gold, but you will remain alive.
12-32 Either turns the world into Toxic Gold (prior to NG+7) or triggers another NG+ loop.[1]
33 Triggers the Peaceful ending and unlocks a permanent cosmetic golden amulet for your avatar. Time passes, and the game fades to black. A few moments later, the world is regenerated with the message WORLD HAS BEEN RESTOREDAnd everyone is much happier being displayed.

Enemies no longer attack you, and the Sampo cannot be collected. You must find a way to die to end the run.

34-36 33 orb ending, but you get unlimited health and invulnerability to all possibly lethal forms of negative effect (including polymorphing), forcing you to start a new run via the menu to end the run.

It is possible to end the game through Turvattomuusmestari. Guide for this run can be found at Advanced Guide: 34 Orb Ending

Names of the Treasure

The Sampo has 14 different names in the game, depending on how many Orbs of True Knowledge you pick up before entering The Laboratory. Once it has been loaded into the world its name will no longer change. Endings are tied to orb count and not to the name of the Sampo, so you can pick it up earlier in a run for an easier Kolmisilmä fight, then grab orbs later in the run to get your desired ending.

Orbs Name
0 The Salt
1 Our Matter
2 Hermes Bird
3 White Eagle
4 The Green Lion
5 Red Lion
6 Celestial Ruby
7 Magnesia
8 The Vessel of the Philosophers
9 Our Blessed Stone
10 Magnum Opus
11 Philosopher's Stone
12 Sampo[2]
13 True Knowledge[2]
34 Amulet of Yendor[3]

Trivia

  • The sampo is the name of a treasure of varying type in Finnish mythology and the Kalevala. Specifically in the Kalevala, it takes the shape of a handheld mill, which when cranked produces an unlimited amount of salt, flour and gold. In the Kalevala, the blacksmith Ilmarinen forges the Sampo for the northerner Louhi in exchange for her daughter's hand in marriage, but regrets this as his homeland suffers famine while the northerners lead easy lives. Ilmarinen, Lemminkäinen and Väinämöinen attempt to steal the Sampo, but the ensuing battle with Louhi causes it to shatter and fall to the bottom of the ocean. According to legend, the broken remains of the Sampo continue to spring forth treasures to this day[4].
  • While the game never explicitly tells you that the true name of the treasure is "The Sampo", it's the name that's referenced in the game files.
  • The name of the Sampo being "Amulet of Yendor" when you have obtained 34 Orbs is a reference to the 1980 dungeon crawler Rogue, which codified the mechanics of and serves as the inspiration for all subsequent video games known as "roguelikes", including Noita. In Rogue, descending to the bottom of the dungeon to retrieve the Amulet of Yendor, then returning to the surface, is the player's ultimate goal and wins the game.
  • The act of completing the work, using the Sampo when it is named "Amulet of Yendor", at The Floating Island, which results in you obtaining infinite health, is most likely a reference to NetHack's win state, known as ascension, where offering the Amulet of Yendor to the player's god at their high altar rewards the player with immortality and ascension to demi-godhood, winning the game.
  • Submerging the Sampo with Pheromone causes it to "come alive" (similar to Taikasauva), triggering the boss fight. Like Taikasauva, the floating Sampo is actually held by an invisible ghost, which will drop it upon death.
  • There is a 1/100 000 chance for a Great Treasure Chest to spawn a Sampo.

Troubleshooting

Sometimes the script that handles ending the game will not work and all that happens is the prompt to interact with an altar disappears. This is because the item loses a component when used, making it unable to be used twice. With 33 or more orbs, the Work room's altar will always cause this issue. The game wants you to end the run at the floating island above the mountain and renders the Sampo unusable if you use it below.

To fix this, there's three options you can do:

  • Exit the game and delete everything in save00/world -folder, leaving only .stream_info. This will spawn the boss again and allow you to get a new Sampo that functions.
  • Get a new Sampo from a Great Treasure Chest.
  • Edit the missing EndingMcGuffinComponent back into save00/player.xml. You can search for "this_is_sampo" to find it and add the component as shown below.

Gallery

Submerging the Sampo in pheromone causes it to come alive

Notes

  1. 1.0 1.1 Entering NG+ requires progressively more Orbs for each subsequent level of NG+ you wish to enter. See the New Game+ page for details.
  2. 2.0 2.1 Note that there are only 11 orbs in a single world. In order to transform the item beyond Philosopher's Stone, you will need to visit one of the Parallel Worlds to obtain the last two.
  3. With 34 orbs, the Sampo is called "Amulet Of Yendor", and using it at the mountain altar gives you a permanent gem in the amulet. See Orb of True Knowledge#Secret orb for more info.
  4. Sampo - Wikipedia

External links