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)