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Noita

Cheat Codes:
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Submitted by: David K.

How to Enable Secret Death Replay Editor:
-----------------------------------------
All you need to do is find the “Nolla_Games_Noita” folder on your hard-drive.

“C:\Users\USERNAME\AppData\LocalLow\Nolla_Games_Noita”

In there you’ll find a folder named “save_shared” with a config file. 
Open the config file in a text editor and hunt down the line “replay_recorder_enabled=”0?”. 
Change that 0 to a 1 and save it.

Now when you die in Noita the menu will have an extra element on it, “Save death replay”. 
Clicking that will take you to a replay editor, enabling you to change the size and length 
of the file. with the UI. It’s all pretty obvious. When you’ve saved the file, it outputs 
into the “Nolla_Games_Noita” folder. 
Dig down into the “save_rec” and then into the “screenshots_animated” folder.


-=Tablets and Orbs Locations=-
Just a heads up, the orbs respawn even if you collected them on previous runs – they 
just contain health upgrades (+25 max HP) instead of their respective spells. 
If you can get to them easily, do it!

Emerald Tablet – Volume I is found encased in ice above the mountain entrance. You can 
hear it and barely reach it with base levitation. You can cut it out with spells to make 
it fall. Above the Orb and Tablet is a pedestal, simillar to those found in temples, 
glowing with green light – maybe it’s the place for all Tablets?

Emerald Tablet – Volume V is in the temple at far left side of Ice Caves.

Emerald Tablet – Volume VII is found with an Orb in an Orb Room. To find it, you must pass 
by a lava lake (using a water based spell or pouring potions on it), jump into a pit right 
next to it and climb a wall made of Extremely Dense Stone. The pit can also be used to 
skip levels. Picking up the Orb unlocks a Thunderstorm spell!

Emerald Tablet of Thoth is found at the top of the pyramid beyond the desert. 
The Orb gives you an Earthquake spell.

Tabula {NAME} is found next to previously mentioned lava lake.

Secretorum Hermetis – is hidden in an underground lake, below a tree.
 

-=Secret areas=-
Dragon Cave – “Heading to the right of the underground jungle leads to the dragoncave. 
Past the boulder sealing it, Amaterasu style, is a “rock”. Carving into the rock spawns 
a boss worm that breaths fire. Killing it drops a max hp+ and, for me at least, a 24-slot 
non-shuffle wand.”

The Pyramid – is found at the end of the Desert area. It has a dungeon in it, but it’s 
blocked by two brickwork gates.


Tips & Tricks:
--------------
* Use magic to succeed.
* You can kick the lanterns (very far), boxes and barrels to burn/explode them later at 
  desirable location.
* You can drink liquid with no limits (magic stomach I guess) you’re standing in by pressing 
  down. Without pressing down you can also fill an empty flask you’re holding in your hands 
  (this is useful to keep water on hand to nullify poison and burning). Beware that liquids 
  can be combined in one flask. You can collect liquids by throwing an empty flask liquid, 
  as long as it is not upside down (this sucks), this way you can collect liquids that are 
  unobtainable by standart method or directly damage you – as result you can store acid, 
  polymorh, flame?(not yet tested) e.t.c.
* Some liquids flow above the others while others below (that is if they do not nulify each 
  other of course)




Tips and Tricks:
----------------
Written by Shrinkshooter

Noita is expansive. I think that’s safe to say. When it comes down to the interactions 
between all possible assets, and then you throw in player actions, it becomes downright 
exhaustive. There are a billion things I could say that would rightfully count as “tips 
and tricks.” While I do want this section to be comprehensive, I simply can’t and won’t 
make some gigantic Bible of all the possible various cool things you can do in Noita. I 
will still try to add anything that at least of middling importance or is good for general 
gameplay. Just wanted to point out that “you didn’t mention X” as a comment might be 
assuming that I did so unintentionally. I will also leave out various things that I consider 
too obvious or things that everyone but a complete novice already knows.

-=Tips and Tricks Section 1=-
These are not listed in any particular order of importance.
Steam Guides apparently limit the character count of sections, so this list must be divided up.

Polymorphing allows you to enter and exit Holy Mountain checkpoints without causing a 
collapse. This is very useful, because after a collapse, you can no longer edit wands inside 
the Mountain. If you don’t mind the time required to lug wands back to edit them, this saves 
you a perk slot from taking Edit Wands Everywhere.

Wands have two recharges: mana, and spell cycles. Mana on a drained wand will recharge even 
if you don’t have it currently equipped. The spell cycle recharge (the orange bar) kicks in 
once every spell on that wand has been cast once; 
this does NOT recharge while unequipped. Keep this in mind for long recharge wands; even if it’s 
supremely powerful, switching to a wand that hasn’t completed its spell cycle recharge in the 
middle of battle can be perilous.

Dousing a wand in pheromone will create it as a possessed allied wand.

Right click on flasks with inventory open to empty it immediately. This is drinking, and 
sometimes causes effects; drinking slime will hurt you slightly, teleport and pheromones 
will wear off in a few moments, etc.

Drop a flask without breaking it by equipping it and throwing it with the cursor over yourself.

Worm blood can be consumed to see everything around you in a radius. Hold S to consume liquids 
or corpses to get them out of the way or apply effects.

Chainsaws or drills will chew up corpses and create tons of blood. Especially useful for worm
blood. Chainsaws are also excellent spells with which to have a trigger spell multicast, 
since they lower recharge times, do plenty of damage, and cost no mana.

Purify toxic sludge by spraying some water into it.

Concentrated spells produce high knockback from the recoil, which allows you to fly when using 
wands with certain spells and a high enough firerate. Even better with Low Gravity, though it 
becomes trickier to control.

Experiment with wacky combos you otherwise wouldn’t. Buoyancy doesn’t seem like a particularly 
useful spell, and it lasts a while. Throw a duration and matter eater on it, and presto, you 
now have a spell that eats through anything (except cursed rock), lasts forever, and brings 
you with it. Easily one of the best anti-obstacle combos.

Tap to levitate, don’t hold the key. This will get you the most bang for your buck out of the 
levitation bar. You can reach higher by tapping straight up than you can just holding the key 
down.

Double clicking on wand spells while editing them will snap the spell to your inventory, 
no need to drag.

Do not scroll through your inventory, this is bad practice. You don’t want to pull out a 
wand that sparks electricity passively while you’re in water, or a wand that burns passively 
while in flammable gas. Always use explicit keypresses to switch to items, including flasks. 
Personally I use Q for my water flask, and then Z X C for the other three following slots. 
If you’ve made scrolling a habit, disable mousewheel input in keybinds until you’ve 
unlearned it.

Understand immunities. Fire immunity doesn’t protect you from lava. Electric immunity doesn’t 
protect you from explosions (and pretty much every electric spell is explosive). Explosive 
immunity doesn’t protect you from instantly igniting when caught in a blast. Most explosions 
have more than one damage component; don’t be near a turret tank or acid container when it 
blows even if you’re protected from the blast itself.

A wand with any electric spell on it will electrocute liquids. This used to be instant, 
and would immediately kill you on contact; this now takes a few moments for the charge to 
coalesce, so you can submerge with this sort of wand equipped without being instantly killed,
as long as you get out in a second or two.

Berserkium doubles your damage and doubles explosive radius, and is one of the best liquids 
to have. This often causes projectiles to eat through solid material better, including 
chainsaws, drills, magic bolts, magic orbs, etc.

Berserkium also causes any afflicted creature to attack anything it sees and also gets 
attacked by anything that sees it. A crowd of berserked enemies will kill each other either 
until it’s worn off or there’s only one left standing.

The medics found in the Hiisi Base and below will heal you under one of three conditions:
-You deal damage to them. They will shoot you twice, healing 5 health per shot, each time you 
hurt them. Because of this it is best to kick them, as it only deals them 1 damage. With a 
teleport wand, you can hit them for 0 damage and get them to heal you.
-You spray berserk on them. Keep in mind others will attack it if they see the medic, so 
it’s best if it’s only you and the medic. A zerked medic heals for 10 each shot, and will 
constantly shoot you until your health is full or the zerk wears off.

You douse yourself in berserkium. This compels the medic to constantly “attack” you until 
your health is full or you’re no longer zerked. This will only heal for 5 health a shot, 
but is far more conservative with your Berserkium, since it takes an appreciable amount to 
stain the medic.

Wand building is beyond scope of this guide, but general advice for getting a first good 
wand: build a non-shuffle wand with a trigger or timer spell, then a multicast of some kind, 
then a series of projectile spells. This is a general formula for building a wand with 
great burst damage that procs at range. Add whatever modifiers you want before the multicast 
so it applies to all the projectiles that the trigger spawns.

Sometimes a no-shuffle wand’s lower mana capacity is a good thing. If you have a particular 
wand set up to shoot a trigger, then a multicast, then four firebolts, but it only has 
enough mana to cast two of the four firebolts, this will effectively double your ammo. Now, 
this wand will fire double firebolts 50 times instead of 25; once the first two firebolts 
run out of charges, it will switch to the second pair, which it never had enough mana to 
fire altogether previously. This does, of course, almost drain the mana of the wand every 
shot, but this is fine for wands you use sparingly, since mana regenerates even while the 
wand isn’t equipped. The multicast number is important, though; if this example wand had 
a double cast, then after it casts the first shot with two firebolts attached, it would 
proceed to fire the next firebolt after that shot, and the last firebolt after that, 
before recycling. If this were the case, the wand would need to be switched, then back.

If you need to empty an area of liquid and have no means of draining it, you can fill an 
empty flask and right click to drink it, over and over. This is considerably faster than 
trying to drink away the liquid by holding down S.

When entering a portal into the Holy Mountain and the screen flashes white, you are not 
safe. While the game loads the Mountain, you can still suffer the ill effects of whatever
liquid lies underneath the portal. To avoid this, hold W or Spacebar immediately after 
entering the portal.

Many people know this by now, but you can kill a lich in one hit by chucking an Emerald 
Tablet at it, assuming your throw has enough force (read: put the cursor far enough away).

-=Tips and Tricks Section 2=-
Enemies that can carry wands will automatically pick them up if it crosses their hitbox 
(and so will you if you chaotic polymorph into one of these enemies). If you don’t have
 a bouncing or boomerang spell modifier, you can heal yourself by dropping a wand with 
heal charges on it for an enemy to “attack” you with. Keep in mind they still use their 
basic attacks here and there while holding a wand, but I believe that they only do this 
while waiting for the wand’s cooldown. They’ll also attack you once they run out of heal 
charges.

Newer players sometimes complain about “not being able” to pick up gold because it drops 
in hazards created by enemies, like toxic sludge or lava. Ignoring the fact you can use 
water to neutralize these things, Noitaguy has a small but noticeable gold pickup radius. 
You can pick up gold nuggets that are surrounded by a hazardous liquid just by levitating 
close enough to it; you won’t touch the liquid at all.

You can easily deal with the lich by freezing it and kicking it, or constantly shocking 
it with electric spells, or chainsawing it in the face. Additionally, a large number of 
liquids can be used to deal with it too: both polymorphines, teleportatium, pheromone, 
making yourself invisible, etc. Stain registration on the lich can be very hit or miss, 
however, so you should always have a backup plan.

Fallen concrete is very easy to get through with anything that does appreciable environment 
damage, like energy orbs, drills, chainsaws, magic bolts, etc. Even if the Holy Mountain 
chamber collapses, if you need to get back inside for any reason, it’s easy to do so 
(though you won’t be able to edit wands). And yes you CAN reach the top of the exit shaft
by levitating; you simply need to tap at the right pace.

You can use polymorphine to fly for an infinite amount of time; when you polymorph, spam 
W as fast as you can, and you fly rather quickly upwards. When you change back, your 
levitation bar will be full, and you can switch to your flask and repeat. Keep in mind 
that doing this with standard polymorphine is a bad idea, because any enemy can sneeze 
in your direction and kill you.

Always have some sort of explosive or electric attack to deal with armored/metal enemies. 
They’re resistant to standard attacks, and very resistant to anything that does slice 
damage, like sawblades or arrows. Lightning bolt spells are good; they aren’t nearly as
dangerous to you as they might seem without protection, so long as you don’t try using 
it in enclosed passages or blast something too close to you. Beware of other electric 
spells, though.

In the Vault, assuming you make it that far, there is a second enemy that heals: a 
floating drone with three horizontal glowing green orbs.

Spraying with a flask will not reveal you when invisible. If you want a safety net, 
you can bring invisiblium and teleportatium along with you; make yourself invisible,
and then spray a bit of teleportatium into the air so it rains down on you. You can 
use this to scout if you don’t have any reveal spells/perks.

If you are stained with oil and another liquid, you will only take damage from fire while 
you are in direct contact with it. As long as you are stained by a non-oil liquid like 
water or toxic sludge (berserkium etc. do not count), you will not catch fire and remain 
aflame. Being stained by a non-oil liquid by itself will naturally protect you from being
hurt by fire at all.

Noitaguy propels himself a bit faster when he’s pushing up off the ground. Because of 
this, you can keep tapping up while walking to “hop,” which allows you to move slightly
faster than normal.
 

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Cheatbook-Database 2020 is a freeware cheat code tracker that makes hints, Tricks, Tips and cheats (for PC, Walkthroughs, XBox, Playstation 1 and 2, Playstation 3, Playstation 4, Sega, Nintendo 64, Wii U, DVD, Game Boy Advance, iPhone, Game Boy Color, N-Gage, Nintendo DS, PSP, Gamecube, Dreamcast, Xbox 360, Super Nintendo) easily accessible from one central location. If you´re an avid gamer and want a few extra weapons or lives to survive until the next level, this freeware cheat database can come to the rescue. Covering more than 25.300 Games, this database represents all genres and focuses on recent releases. All Cheats inside from the first CHEATBOOK January 1998 until today.  - Release date january 5, 2020. CheatBook-DataBase 2020
 
 
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