Talk:Hub 2: Sacred Grove

The action in the Sacred Grove only solves one half of the puzzle
This is probably already known by some but in order to get to the secret level Desolate Garden, the player also needs to cross a line at the end of the Bright Crucible in addition to flipping the switch in the Sacred Grove. Since this seems illogical considering that the game message on the latter level claims that pressing the switch would be enough, I thought to share this technical info to support the edits I'm going to make in Hub 2: Sacred Grove and Hub 4: Desolate Garden. Here are some crucial details from v1.1.:

Bright Crucible (MAP06): ACS_Execute(8, 21, 0, 0, 0); (this has been set to linedef #149 at the entrance of the exit cave) From the BEHAVIOR lump of Sacred Grove (MAP11): script 7 (void) // when the switch in the center has been pressed {  if(gametype != GAME_NET_DEATHMATCH) {    sectorsound("SwitchOtherLevel", 127); setlinetexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL2"); delay(const:2); setlinetexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL3"); delay(const:2); setlinetexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL4"); delay(const:2); setlinetexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "SW_OL5"); delay(const:2); printbold(s:"A DOOR OPENED ON THE FORSAKEN OUTPOST"); ACS_Execute(9, 21, 0, 0, 0); } }

From the BEHAVIOR lump of Forsaken Outpost (MAP21): script 8 (void) {  mapvar3++; terminate; } script 9 (void) {  mapvar3++; terminate; } script 10 (void) // when Daemon Codex has been picked up in front of the door that seals the secret portal {  if(mapvar3 == 2) {    Door_Open(const:50, 16); } }

They speak for themselves. The article has now been checked. --Jartapran 22:29, 17 May 2012 (UTC)

a few issues with my writeup
timing intervals - I left the old numbers in, with a ~ to suggest a margin of error. Are we sure those numbers are correct? I got 62.5 and 11.5 seconds respectively. however, I'm using an emulator (mupen64plus) so this needs to be confirmed.

trivia/secrets - it's kind of unorthodox to combine trivia and secrets into one section. is this acceptable? it seemed like the best way to cover all the content, especially accessing the switch on the fail condition (I needed the ultimate weapon to do this) and the frost shards glitch. speaking of which,

frost shards - does the described glitch (ettin count going out of whack) happen only on the n64 port, or on other versions too? Xcalibur (talk) 14:29, 19 August 2016 (CDT)