Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Secret World: Difference between revisions

From Axiom Verge Wiki
Tags: Visual edit apiedit
Finding Entrances, paragraph splitting
Tag: sourceedit
Line 2: Line 2:


== Description ==
== Description ==
A '''Secret World''' is an alternate area in Axiom Verge that has a "glitched/corrupted" appearance.  The area around an entrance to a '''Secret World''' causes visible "scanlines" to show on the screen that intensify as [[Trace]] gets closer to where it can be entered.  These scanlines are first visible on the health bar, but easily noticeable covering the whole screen when very close. While in this area, strong scan-lines will appear on the player's screen—as though the game is being viewed on an old cathode ray tube television with greyish static, occasional saturation reduction and vertical sync anomalies shown. An entrance spawns in a random location throughout [[Sudra]]. Upon entering a '''Secret World''', [[Trace]] is warned by [[Elsenova]] to turn back. She tells him that this place is like an artifact—dangerous flotsam and jetsam (like wreckage) caused by [[the Breach]]. [[Trace]] conjectures that it is some kind of "dimensional rift" but that it may contain an [[:Category:Items|item]] he needs.  The layout of each '''Secret World''' is procedurally generated, and each one is different, being generated from a set of algorithms in the game code.  Once entered, a '''Secret World''' will have the same layout when revisited from the same save file.
A '''Secret World''' is an alternate area in Axiom Verge that has a "glitched/corrupted" appearance.   
 
While in this area, strong scan-lines will appear on the player's screen—as though the game is being viewed on an old cathode ray tube television with greyish static, occasional saturation reduction and vertical sync anomalies shown.
 
Upon entering a '''Secret World''', [[Trace]] is warned by [[Elsenova]] to turn back. She tells him that this place is like an artifact—dangerous flotsam and jetsam (like wreckage) caused by [[the Breach]]. [[Trace]] conjectures that it is some kind of "dimensional rift" but that it may contain an [[:Category:Items|item]] he needs.
 
'''Secret World''' entrances spawn in random locations throughout [[Sudra]], based on a large pool of potential entrances.  The layout of each '''Secret World''' is procedurally generated, and each one is different, being generated from a set of algorithms in the game code.  Once entered, a '''Secret World''' will have the same layout when revisited from the same save file.
 
* The '''Secret World''' is most notable for containing one of 3 possible [[Weapons|secret weapons]]. Only one hard '''Secret World''' is created per save file, therefore only one [[Weapons|secret weapon]] can be obtained per playthrough.
* The '''Secret World''' is most notable for containing one of 3 possible [[Weapons|secret weapons]]. Only one hard '''Secret World''' is created per save file, therefore only one [[Weapons|secret weapon]] can be obtained per playthrough.
* It is possible to find more than one [[Powerups|Powerup]] in the same Secret World<ref>[https://youtu.be/bUh0_5z5iDQ Axiom Verge: 2 Powerups in Secret World]</ref>.
* It is possible to find more than one [[Powerups|Powerup]] in the same Secret World<ref>[https://youtu.be/bUh0_5z5iDQ Axiom Verge: 2 Powerups in Secret World]</ref>.
Line 15: Line 22:
* Hard items:  Primary - [[Heat Seeker]], [[Scissor Beam]] or [[Fat Beam]].  Secondary - [[Health Node Fragment]].
* Hard items:  Primary - [[Heat Seeker]], [[Scissor Beam]] or [[Fat Beam]].  Secondary - [[Health Node Fragment]].
* The Hard secret world entrances can be puzzles involving the use of the [[Red Coat]].
* The Hard secret world entrances can be puzzles involving the use of the [[Red Coat]].
== Finding Entrances ==
The area around an entrance to a '''Secret World''' causes visible "scanlines" to show on the screen that intensify as [[Trace]] gets closer to where it can be entered.  These scanlines are first visible on the health bar, but easily noticeable covering the whole screen when very close.  At close range, the effect just outside of the entrance is at about half of what is shown inside a '''Secret World''' map.
These effects happen even when finding Hard world entrances.  They can also happen in a different room, if the entrance is close enough to the opposite wall in the other room.
<gallery type="slideshow" widths="600">
axiomverge-scanlines1.png|Normal screen with no scanlines
axiomverge-scanlines2.png|First indications of scanlines on health bar
axiomverge-scanlines3.png|Obvious scanline and sweeping effects near entrance (fake wall at top-left corner)
axiomverge-scanlines4.png|Maximum scanline effect next to entrance (fake wall at lower-left corner)
axiomverge-secretworld.png|Inside the Secret World
</gallery>


== Location ==
== Location ==
Line 35: Line 56:
== References ==
== References ==
<references />
<references />
[[Category:Areas]]
[[Category:Areas]]

Revision as of 04:55, 2 December 2016

Description

A Secret World is an alternate area in Axiom Verge that has a "glitched/corrupted" appearance.

While in this area, strong scan-lines will appear on the player's screen—as though the game is being viewed on an old cathode ray tube television with greyish static, occasional saturation reduction and vertical sync anomalies shown.

Upon entering a Secret World, Trace is warned by Elsenova to turn back. She tells him that this place is like an artifact—dangerous flotsam and jetsam (like wreckage) caused by the Breach. Trace conjectures that it is some kind of "dimensional rift" but that it may contain an item he needs.

Secret World entrances spawn in random locations throughout Sudra, based on a large pool of potential entrances. The layout of each Secret World is procedurally generated, and each one is different, being generated from a set of algorithms in the game code. Once entered, a Secret World will have the same layout when revisited from the same save file.

Finding Entrances

The area around an entrance to a Secret World causes visible "scanlines" to show on the screen that intensify as Trace gets closer to where it can be entered. These scanlines are first visible on the health bar, but easily noticeable covering the whole screen when very close. At close range, the effect just outside of the entrance is at about half of what is shown inside a Secret World map.

These effects happen even when finding Hard world entrances. They can also happen in a different room, if the entrance is close enough to the opposite wall in the other room.

Location

Five entrances are randomly created from the possible ones shown on the map in each save file. 2 easy, 2 medium and 1 hard.

Each entrance will have one of nine properties:

  1. PASSABLEWALL - Intangible, drawn in the foreground.
  2. DRILLABLEWALL - The Laser Drill or Drone Drill must be used to enter.
  3. MISSINGWALL - Wall blocks that would be there otherwise are missing.
  4. FLICKERINGWALL - Unused?
  5. CORRUPTEDWALL - Trace must use the Address Disruptor or Address Bomb to enter.
  6. WALLTELEPORT - Trace must use the Modified Lab Coat or it's upgrades to enter.
  7. DRONEACCESS - Trace must use the Remote Drone - the vertical gap is too small for Trace to fit through.
  8. PASSWORD - Unused?
  9. OVERCLOCK - Trace must use Red Coat to enter - this may be a puzzle (access diagonally?).

Inspiration

"The secret areas are inspired by things like Super Mario's Minus World and Metroid's Secret Worlds, which weren't planned by developers, but glitches. The reason for the randomization is to replicate the effect you get of something that isn't designed by a human."[2]

References