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Noita
Cheat Codes:
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Submitted by: David K.
How to Enable Secret Death Replay Editor:
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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:
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* 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:
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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.
Pheromone Ghost Money Trick:
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Written by Fletcher.
Super simple. Get pheromone, grab a wand or two. Empty said wand of all spells. Throw
empty wands into a pool of pheromone. Toss a tablet around above the wands sitting in
pheromone. Profit. (What’s happening is that you can pheromone charm wands into little
entities that follow you around and shoot whatever spells are in the wand.
What you don’t see is that Noita is actually spawning invisible ghost entities to
operate the charmed wand. But if no spells are in the wand those ghosts won’t pick
up the wand. But the game still spawns an endless number of ghosts to operate the
empty wand.
Even though they are invisible to us. They can still take contact damage. And they
drop 20 gold each. Note it doesn’t have to be a tablet used to kill them. Just contact
damage. I also notice they take curse damage as well from collapsed holy mountains.
I was thinking of trying this in a cursed area with ambrosia on to see if it will
spawn endless gold. That’s all I got.
Gold Galore:
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Written by ShoxDanger
This is a trick to get all the gold you need no cheats
-=what do we need=-
1.tablet (any will do)
2.pheromones
3.holy mountain (it has a good spot on the left side)
-=Make it work=-
* Go to the holy mountain and where you enter there is a small pitt
* Then fill it up with the pheromones bottle. Now comes the best bit.
* Take a wand and remove all the spells from it and drop it in the pit with
pheromones.
* Take your tablet out and throw it over the pit and you will see you get kills
and money.
* Pick up the tablet and keep doing this over and over….
(if you dont get money drops pick up the empty wand and drop it back in)
Hope this helpt you out if so give this guide a like
Crits Explanatory Guide:
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* Crits multiply all damage types that the projectile deals directly.
* Other damaging components like plasma’s beam or damage field will not get their
benefits.
* Explosions also work with crits, but not with Crit on X (critical on burning etc),
only with other sources of crit.
-=Crit stacking=-
* Crits < 100% is a chance to deal 5x damage
* Crits > 100% is a guaranteed 5 * crit chance damage multiplier
* 150% chance = 7.5x multiplier
* 200% chance = 10x multiplier
* Etc
Each Crit on X is an extra 100% to the crit chance, which turns into a +5x crit
multiplier after the 1st 100%
-=How Crit on X + X material works=-
* Crit on X will add 100% to the crit chance as long as an enemy is under the X effect.
* X material / trail will add X effect to the shot state so that any projectile
in that shot state can apply a temporary X effect on hit.
* This effect is unrelated to the created material so even if you shift the original
material, the X effect will not change.
* The effect lasts for 720 frames or 12 seconds.
* X effect is applied directly, not via a stain. Ergo even if an enemy can’t be stained,
the X effect will be applied.
* The on fire effect needed for critical on burning will not always work because there
are enemies that are specifically immune to that effect, but no enemy is immune to
being wet / oiled / bloody.
The projectile that has Crit on X and X material / trail spell don’t have to be in
the same shot state, what has to happen is that:
* Some projectile that is in the same shot state as X material / trail hits an enemy
and applies the X effect.
* Some projectile that has Crit on X has to hit an enemy under the X effect.
So if you have 1 projectile that applies the effect and another projectile that crits,
it will still work fine even if those 2 projectiles are in different shot states.
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