The Work (Hell)

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The Work (Hell) is one of three Biomes in Noita known as "The Work". It is a looping biome located below the lava ocean underneath The Laboratory, broadly recreating the terrain of the main path. No wands, potions, chests, or items can be found here, but it serves as one of the best locations in the game to gather gold nuggets and Blood Money.

Reaching Hell

To reach this place with a wand alone, you will need either a method capable of bypassing the massive amounts of lava and a wand capable of digging through extremely dense rock, or a wand capable of Long Distance Travel to bypass the aforementioned barriers. If not using long distance travel, Lava To Blood is recommended, but spells capable of freezing will also work assuming you lack the health to simply ignore the damage Lava will cause. As a third option, Chaotic Transmutation can transmute the Lava into something else (but will leave the issue of getting rid of that material's molten form). Sea of Mimicium paired with any material that reacts with Lava in such a manner as to make it less of an issue, such as water, or (ideally) blood can also be used, but risks duping Lava instead if used without care. If you have a Vuoksikivi or the Freeze Field perk, either of these can also allow you to progress. Black Holes are useful for digging through the rock, but are not the only way - for example, in extremis, Spells to Nukes and any penetrating projectile (such as a Circle of Stillness paired with a source of velocity) can also dig the path due to the Earthquake effect of the Nukes transmuting the ground they crumble into Nuke-diggable material.

You can also use the portal leading to the Hell Orb Room in the Fast Travel Room, though this both requires defeating a boss, and cannot (by itself) solve the problem of returning. To return in a situation without better options, one can either use a Musical Curiosity portal (note that this has extreme opportunity costs, and should probably be avoided unless this biome has something absolutely necessary), or can use to (time-expensive but otherwise low-resource friendly) method of simply digging a drainage ditch for the local area of the Lava Lake one wishes to traverse. Plasma or a Paha Silma can also deal with the lava, though either of those options require some level of skill to use safely. Any form of teleportation is a hard requirement for return, unless one has the perks, potions, or mechanical knowledge to make the otherwise unflyable distance traversable by hovering alone.

Points of Interest

The Work (Hell) consists of its own special biome, which is considered by the game as part of the main path and contains an Orb Room at its centermost area, followed by all the biomes from the main path in the same arrangement and order, starting with the Sky Temples (which reoccur cyclically as the biome loops), followed by the Mines, and so forth. There are some differences, however, as most materials the dungeons are made of are changed into Hell Rock, a dark red material which is very resistant to digging. After the section where the Temple of the Art as re-created, one can find the Dark Moon.

With the exception of first portion of this biome (the topmost region considered as part of the main path, which terminates with small islands), the Temple copies, and the Moon, none of the permanent structures or areas will be present. Only the sections that are procedurally generated will appear. Unique areas found in the topmost region, including the Blood Chest room and Essence of Water Room do not get re-created in deeper loops. The Dark Moon only occurs once, at the bottom of the first loop.

With the exception of the Dark Moon, however, all features are present in Parallel Worlds, allowing you to gain their benefits multiple times, should you wish.

The entire biome contains many randomly generated Shops, with three locations guaranteed in all runs regardless of other factors. The guaranteed locations are as follows:

  • The two copied Sky Temples are shops devoid of enemy spawns.
  • There is a one chunk large shop in the lower-middle east of the copied Temple of the Art, which has a chance to be free of spawns.
    • This is separated from the main segment of the Vault by a 1 chunk void of air, which is where the Goalkeeper and Sieves would normally spawn.

These shops exclusively spawn spells from the Tier 10 Spawnlist, which contains many useful spells assuming the player has completed various quests or boss encounters to unlock the useful spells in question. The shops are considerably less useful on a save without such persistent progress present. However, the contents of the shops are generated when the chunks containing them first load, so if a player without any unlocks useful spells first then visits the shops, or visits a new shop, the shops will spawn in their wares with the unlocks in that run recognised. Since this biome contains 512 or so copies of the shops before floating point math issues prevent new copies from being generated due to making travel impossible, it is very impractical to load in enough shops to make it incapable of spawning its best spells so long as a player does not take extreme efforts to spawn in less useful spells first. Especially because the existence of Parallel Worlds means that this chain of 512 shops reoccurs about 1024 times. In a sense, Tier 10 Spells are the most common type in the game due to the nature of this biome and its Sky counterpart.

Summary

  • Near the center of the first section of this biome you will find an orb room.
  • If you work your way to the most western point in the first section, you will come across a room with an essence.
  • There is a large shop in both The Work (Hell) and The Work (Sky) with a random selection of spells from Tier 10, including (depending on your unlocks) the Divide By Spells, effect copying spells like Omega or Mu, the Touch of spells, Blood Magic, Giga Black Holes, Nukes, etc.
    • All of these spells are purchasable for approximately 36000 gold each, which should not be too unaffordable given the large sums of gold dropped by Hell enemies. It may be of interest for one to go there to build powerful wands, though the shops here are certainly far more difficult to reach in the current state of the game than The Work (Sky) shops, and the relevant Gold Biome likewise.
  • On the east side of the first section of the biome is the Dark Chest which can be opened with the Crystal Key after teaching the key the appropriate songs from the Huilu and Kantele.

Enemies

Both The Work (Hell) and The Work (Sky) are inhabited by extremely dangerous enemies. The enemies present in The Work (Hell) include:

Tips

  • Since nearly all enemies in this biome bleed lava, a viable source of healing is to use the Vampirism perk together with Lava To Blood.
  • Dealing with large amounts of lava can also be done with the use of Freeze Charge.
  • The areas mirroring the Abandoned Alchemy Lab can contain dangerous liquids that pose a threat to high-speed travel through these areas.
  • Sähkiö enemies also pose threats to high-speed travel through these areas without appropriate immunities, as they can quickly shock and stun, or melee attack and daze you, as they fly by, potentially dropping you into pools of lava.

Trivia

  • Below y = 102400 depth, all physics objects are deleted every few seconds. For instance, if you remove a potion from your inventory below this threshold, it will be deleted shortly thereafter. Suns, potions, gold and crystal enemies for example will all be deleted.

Gallery

Using Touch of Gold to kill a Hell Gazer through terrain.
Demonstrating the exact threshold level below which some dynamic objects are periodically deleted from Hell.