Endgame and Parallel Worlds
Noita does not end when you beat KolmisilmΓ€. The map repeats east and west for hundreds of worlds, and pushing through the Extremely Dense Rock and Cursed Rock boundary breaks you into Parallel Worlds full of fresh perks and Holy Mountains. From there you can enter New Game Plus by offering the Sampo at the Mountain Altar while holding 5 to 10 orbs, chase the Sun Quest, or attempt a 33-Orb run against a boss with 528 billion health. Be careful with your orb count at the altar, because exactly 11 ends the run instead.
The main path runs down through eight biomes: Mines, Coal Pits, Snowy Depths, Hiisi Base, Underground Jungle, The Vault, Temple of the Art, and The Laboratory. It is not strictly vertical at the end, since you reach the Laboratory through a red portal from the Temple of the Art and then travel horizontally along a brickwork bridge over a lava sea.
The map repeats sideways, though it is not infinite. The normal world is 35,840 pixels wide and the world borders sit 16,777,216 pixels from center, which works out to roughly 468 Parallel Worlds in each direction. At the border is a solid invisible barrier no particle crosses, and the game crashes constantly out there.
Parallel Worldsβ
Traveling far east or west takes you through a lethal boundary. It is two materials, not one: first a wall of Extremely Dense Rock about as wide as the Lake, then a 1,024 pixel band of Cursed Rock.
Cursed Rock is both a material that deals Curse damage on contact and a biome that spawns a 500x500 damaging aura per chunk, dealing 2.5 Curse damage per frame, which is 150 a second. Chunks are 512 pixels wide, so a 12 pixel safe gap exists between auras if you can thread it.
Survive the crossing and you breach into a Parallel World, with fresh Perks, wands and max-health pickups.
Parallel Worlds are not simply more of the same. Each has 6 Holy Mountains and not 7, because the Laboratory, its Holy Mountain and KolmisilmΓ€ do not exist out there. Every orb is an Orb of Corrupted Knowledge, which grants no spell and gives a poisonous Cursed Extra Max Health. The Giant Tree, Lava Lake, Dark Cave, Moon and Hiisi Anvil are all missing, and the shadow clones Alkemistin Varjo and KolmisilmΓ€n KΓ€tyri make the surface genuinely dangerous.
How to Cross Cursed Rockβ
You need digging power, and you need a way to not die.
- Digging: roughly 6 accelerated Black Holes, or about 36 Black Hole charges unaccelerated, or around 5 casts of Matosade. Luminous Drill chains also work.
- Damage mitigation: Ambrosia grants Protection From All while it stains you, and it is the only method that prevents the damage outright. The stain wears off fast when you move, so reapply as you dig.
Ambrosia is the cleanest option but not the only one. Around 2,000 raw health will tank the crossing, sprayed Lively Concoction works, Chaotic Polymorphine into a JΓ€ttimato, Helvetinmato or Kalmamato gets you through, and a precise player can exploit the 12 pixel gap between chunk auras.
New Game+ (NG+)β
You do not deposit orbs. You deposit the Sampo, and your orb count decides what happens when you do.
Take the Sampo from KolmisilmΓ€'s arena in The Laboratory, carry it all the way up to the Mountain Altar on the Floating Island above the Mountain, and offer it there. Killing KolmisilmΓ€ is optional, and using the Sampo this way is a recognized route out of that fight.
Your orb count at the altar has to be 5 to 10 for New Game Plus. Exactly 11 orbs triggers the Pure Ending instead, which ends the run. Carrying 0 to 4, or any other non-qualifying count, turns the world to Toxic Gold and normally kills you. Count your orbs before you touch the altar.
Each further level needs one more orb, so NG+2 needs 6 and NG+6 needs 12. The ceiling is NG+28.
Transitioning scales enemies hard. Their minimum health follows 7 + 2.5 x (level - 1) and maximum 25 + 10 x (level - 1), attack intervals shrink by 0.5^level, and the damage you take doubles per level across eight damage types and triples for Poison and Melee. The map is rearranged and each biome gets more enemies and a slightly wider variety.
The drawback nobody mentions is the one that ends runs: NG+ main world has only 5 Holy Mountains, and 4 per Parallel World. Most minibosses, the Sun Quest altars, The Tower and the Anvil room do not generate either. World state carries over too, so angered gods stay angered. Have an infinitely sustaining healing wand and real damage before you attempt this.
The Sun Quest and 33-Orb Runsβ
The endgame extends far beyond defeating KolmisilmΓ€, the final boss in The Laboratory.
The Sun Quest is a long esoteric chain, and the elemental stones come at the end of it instead of igniting anything:
- Kill the ghost miniboss Unohdettu in a Parallel World for a Sun Seed.
- Drop the seed on top of the Pyramid to get a Sun Stone (Aurinkokivi).
- Ignite it with six or more explosions inside one second, or a single Giga Nuke, Sea of Lava, or SΓ€dekivi beam. This gives a Sun Egg.
- Kill 100 enemies with the Sun Egg to get a Star Child.
- Only now throw the four elemental stones at it: Kiuaskivi, Ukkoskivi, Tannerkivi, and Vuoksikivi. That produces the New Sun.
Then move it into the Moon and the Dark Moon, managing its gravity with Kuu, Kuulokivi, or a Black Hole.
33-Orb Escalation. KolmisilmΓ€'s health really is exponential in your orb count, following 25 x (46 + 2^(orbs + 1.3) + orbs x 15.5). At 33 orbs that is 528,772,513,134 HP, so damage in the billions is the right order of magnitude.
Two corrections to how this is usually described. Immunities are not granted per orb: they land at thresholds, with 0x electric, fire and ice at 3 orbs, acid resistance at 4 and 7, Touch of immunity at 31, and heartache immunity at 33. The boss also gains new attacks and new shield behavior, and picks up temporary material weaknesses between 12 and 16 orbs to Polymorphine, Chaotic Polymorphine, Teleportatium, Acceleratium and Flummoxium. Scaling locks in the moment you pick up the Sampo.
Where 33 comes from: 11 orbs per world across the main world plus east and west. In plain New Game only 31 are reachable, because the Lava Lake and its orb do not generate in Parallel Worlds. A true 33-orb run therefore requires NG+, which relocates that orb.
The Five Endingsβ
Noita has five, and the guide-standard "beat the boss" is only one:
- Greed: the classic gold ending, at The Work after killing KolmisilmΓ€.
- Toxic: offering the Sampo at the Mountain Altar with a non-qualifying orb count.
- Pure: exactly 11 orbs at the Mountain Altar.
- Peaceful: exactly 33 orbs, which grants a permanent golden amulet cosmetic.
- Amulet of Yendor: 34 or more orbs, granting infinite health and permanent Protection All.
Other long-form goals worth knowing about: the Moon quest, the roughly 76 Achievement Pillar pieces on the Giant Tree, Supernova by colliding the Sun and Dark Sun, and breaking the perk reroll machines for 39 total rerolls across six or seven Parallel Worlds.
Frequently Asked Questionsβ
What are Parallel Worlds in Noita?
Separate instances of the map beyond the boundary far east or west. They hold fresh Perks, wands and health pickups, but they are not simply more of the same: each has 6 Holy Mountains and not 7, with no Laboratory and no KolmisilmΓ€, and every orb there is an Orb of Corrupted Knowledge that grants no spell and a poisonous max-health boost.
How do you get through Cursed Rock in Noita?
The barrier is two materials, a wall of Extremely Dense Rock then a 1,024 pixel band of Cursed Rock. You need digging, about 6 accelerated Black Holes or 5 casts of Matosade, plus damage mitigation. Ambrosia is cleanest since it grants Protection From All while stained, but roughly 2,000 health, Lively Concoction, or polymorphing into a worm all work.
How do you start New Game Plus in Noita?
You offer the Sampo at the Mountain Altar on the Floating Island, not orbs. Your orb count has to be 5 to 10. Exactly 11 gives the Pure Ending and ends the run instead, and a non-qualifying count turns the world to Toxic Gold and usually kills you. Each further NG+ level needs one more orb.
What changes in Noita New Game Plus?
Enemy health and damage scale hard, with the damage you take doubling per level across eight types and tripling for Poison and Melee. The world is rearranged and world state carries over, so angered gods stay angered. The real catch is that NG+ generates only 5 Holy Mountains in the main world and 4 per Parallel World, and drops most minibosses and the Sun Quest altars.
What is a 33-Orb run in Noita?
The hardest version of the final fight. Health follows an exponential formula reaching 528,772,513,134 HP at 33 orbs, so you need damage in the billions. Immunities arrive at thresholds and never per orb, and the boss even gains temporary material weaknesses between 12 and 16 orbs. 33 is 11 orbs across three worlds, and only 31 are reachable outside NG+.
What to Read Nextβ
- Advanced Wand Mechanics. The wand power endgame runs require.
- Biomes and The Holy Mountain. The main-world chain that feeds into it.
- Achievements. God and completionist unlocks tied to endgame content.