Progression

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Progression

Since version 2.1.0, the Twilight Forest mod has a system in place designed to set your adventures in the dimension along a path. The various boss-centered towers and dungeons are set in an order, and finishing one step will unlock the next step. toc

Off the Path

As a note, not every adventure area in the dimension is tied into the progression system. The hedge mazes, the hollow hills, the quest groves, and the various single-room caches and areas are all not part of the progression system. That means that these areas can be tackled whenever they are located, open-world adventure style.

Progression Effects

Straying from the path laid out in the progression system may have several effects designed to keep adventurers away.

Area Protection

The main effect is that dungeons or other adventure areas not currently unlocked will be protected. Blocks in protected areas will be unbreakable, chests will be locked closed, and monsters will not take damage.

Biome Protection

In addition to the area protection, the whole biome around a progression area may be protected. When you are in a protected biome you have not unlocked, green vines or tendrils will appear on the edges of the screen. You may suffer other negative effects depending on the area. See the guide below for how to unlock each zone.

1. The Adventure Begins

The very first steps in the progression system begin with creating a portal and entering the Twilight Forest. From there, you will want to establish your footing in the forest, perhaps creating a temporary base. While you may be able to find some of the towers and dungeons without any help, creating a magic map can point you in the right direction.

2. Forest Bosses

The first few bosses can be found randomly in the forest. there may be more than one of these bosses on a single map, and killing more than one won't hurt your progression.

Boss structures are typically at the center of a biome. If you've created a magic map it may be more likely to find these bosses towards the center of the map.

2a. The Naga

The naga can be found in a courtyard adorned with a snake motif. More information is found on the naga page. Killing the naga and touching one of his magical scales will allow you to enter the next area.

2b. The Lich

The lich can be found inside his lich tower, a large compound with multiple branching towers found in the forest. Killing the lich and obtaining one of his magical scepters will allow you to enter the swamp, and the dungeons therein.

3. Swamp Adventures

The next phase of your adventures takes place in the swamp. The swamp is a diseased area, and you will have to have defeated the lich in order to resist the swamp sickness.

3a. The Labyrinth

There are several labyrinths buried under the swamp. You may locate a natural entrance through a chasm or cave, or you may find the entrance in a small mound. There is more information on the labyrinth page. Your goal is to find and slay the minoshroom. Killing the minoshroom, and possibly eating some of his meef stroganoff will allow you to enter the fire swamp without being burnt.

3b. The Hydra

The fearsome hydra is found in a converted hollow hill in the middle of the fire swamp. There is no maze or dungeon to navigate, as the hydra does not need any protection from intruders. Good luck! If you survive, contact with the hydra's fiery blood will allow you to enter the dark forest.

4. The Dark Forest

As if this area wasn't dark and confusing enough, a curse will severely limit the vision of any unprepared adventurer. Killing the hydra will render an adventurer immune to this curse. The dark forest is dangerous, but your first task is to locate the ruins of a twilight knight stronghold.

**4a. Twilight Knight Stronghold**

Beneath the dark forest (and sometimes the surrounding areas) lay the fallen strongholds of the twilight knights. The lower levels of the strongholds are completely sealed, and before you enter, you will have to complete a small initiation ceremony. You will have to find a specific room in the upper ruins of the stronghold. The room contains a trophy pedestal and a shallow pit blocked by shield blocks. Placing a trophy from one of the previous bosses on the pedestal will remove the shield and allow access to the lower levels.

Once inside the main part of the stronghold, you will eventually have to find the knight phantoms to proceed. Sending the phantoms to their final rest will make the strange devices of the tower obey you.

4b. Dark Forest Tower

The dark tower is found in a small clearing in the center of the dark forest. The center area has reddish, autumnal leaves and faded grass. The dark tower is the site of many eldritch experiments. The ur-ghast has taken over the top of the tower and must be vanquished to continue.

5. Snow Forest and Glacier

The snow forests are protected by the semi-benign yetis and the fearsome winter wolves. If you are not prepared, the extreme cold of the area will slow you down. Adventurers who have vanquished the ur-ghast will not have to worry about this effect.

5a. Yeti Lair

These somewhat square-shaped hills are placed near the center of the snow forest regions. There are four natural entrances. Inside, you may find a pack of yetis, lorded over by the massive alpha yeti. Defeating the alpha yeti in combat, and claiming some of his downy fur will make glacier available to you.

5b. Aurora Palace

This colorful tower is not currently inhabited, but may be someday soon.

6. Highlands and the Final Summit

Still a work in progress.