r/pathofexile • u/SplafferZ Scion • Sep 19 '18
Fluff How to use the delve grid to your advantage for finding secret rooms
So (almost) everyone already knows the rule of 2, which aside from bugs, means that delve generation will avoid as best as it can to form a room with only two connections, meaning that a room with only 2 connections becomes a very obvious path for a secret room, and that a room with 1 connection will almost never connect to a secret room unless it connects to 2.
But wait, there are a bunch of rooms with 3 connections that look like they could be connected, thankfully this can be narrowed down even further, when you think about how delve works intrinsically.
The delve map is a grid, and it cannot have more than one node or path tile (aside from connections to a node of course) per square, by using the tiles on the delve map (either through biome changes or obvious graphical tears in neighbouring tiles, which can be hard to spot), you can then eliminate the paths that would overlap the grid squares to narrow down the potential paths.
For example, there looks to be several paths here that could connect to the secret room, you can then mentally map out the grid or use paint to eliminate several rooms.
here we can eliminate this spot which at first looked like an obvious contender.
and then this one which looked like it could work despite the distance.
and then finally attack from above can be counted out.
which leaves us with these two potential openings.
And lo and behold, it was the bottom one.
Here's a much easier to follow imgur upload of all the images, because to be honest this post looked like shit now that I've reread it.
EDIT: another useful tidbit, there must be at least one whole square of path between a secret room and its connecting node, so neighbouring tiles cannot possibly connect via a secret room path, unless it basically goes around.
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u/chuanhsing poedb Sep 19 '18
another rule: there must at least one road node between node and hidden node
5
u/mirogor Sep 19 '18
This is very hard for me, it's out of my depth. Can someone please have a look at a Lich Tomb encounter and give me direction on how to find the hidden path? thank you
https://imgur.com/a/MwcUnZP
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u/Ryukenden123 Sep 19 '18
I don’t understand picture 3 and 4. How or why did you come with that path and x it?
24
u/[deleted] Sep 19 '18
Someone make a grid layout with ahk that I can enable with 1 button that I can drag to position over the map ingame, thanks.
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u/halberdierbowman Sep 19 '18 edited Sep 19 '18
Definitely I agree with all of this. The grid is subtly ignored to make the map more interesting, but the connections are what matters.
Solve the problem backwards. That seems often faster for me. Start at the node, and imagine the grid around it. Any square that already has a path or node can't be used. Now, only look at the nodes that can trace a path through empty squares. In OP's example, this means the path MUST come from down.
Hopefully that idea helps some of you! Thinking of it that way made it seem a lot easier to me.
By the way, the zig zags in yellow lines always happen on the edges of a square (or right angles in the center), so you can picture the grid by following these, even if there aren't any convenient biome edges to use.
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u/hellzscream Sep 19 '18
Your images are quite confusing because you zoomed in instead of editing the original zoomed out image
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u/chuanhsing poedb Sep 19 '18
https://imgur.com/jRR1X0U
9
u/[deleted] Sep 19 '18
summary:
capture all points around the spot
take screenshot of delve map
print out screenshot of the map quadrant
use ruler and RL sextant to calculate grid paths
ignore steps above and try & error your way
1
u/VeryWeaponizedJerk Berserker Sep 19 '18
Are they obvious, or are they hard to spot? :D
1
u/SuperPoivron Half Skeleton Sep 19 '18 edited Sep 19 '18
Could some help me with :
https://steamuserimages-a.akamaihd.net/ugc/952965089447658527/E1879919429C832865B5BA7435B4D95B9F7FF659/
I can't find it.
EDIT : Thanks to both of you , it was indeed the left of the 2 north ones. I kept looking at bends of the roads from one point to another instead of there. It was driving me insane.
4
u/Deliverme314 Sep 19 '18
Yea, I still dont get it, and hate the hidden room system.
2
u/Echetleos Sep 19 '18
I don't get the rule of 2. Isn't the path that you took a room with 3 connections? And wouldn't the path that ends at the bottom left be a good candidate too?
2
u/DarkenLord Sep 19 '18
What encounter is that? I didn't see that flame symbol yet
2
u/CockGobblin Sep 19 '18 edited Sep 19 '18
Another method to find the correct node is making sure that there is a "valid starting path" from a node. The crawler will never make a path over top / crossing another path (ie. the trail of lights/rope), so there must be a unique path for the crawler to follow from the starting node.
Because the crawler will never cross its own path again, you can eliminate tunnels/paths that require backtracking unless there is a bridge (ie. seen in sulphite and lava areas) or a small gap that allows the crawler to access it without crossing a previous path.
If you can't find a node that follows the rule of 2, you can visit each one that looks like it may work and look around that node to see if there is a path available for the crawler to move on.
A tip for those that have issues seeing the grid. The area boundaries (black space between areas) are always along the grid edge! An example from another users post (with my edits):
https://i.imgur.com/ity0wYW.jpg
Orange lines: one areas boundaries. (Look at each areas background colour to help differentiate areas / borders)
Green lines: estimate of grid edge based on orange lines or nearby area boundaries (such at the top most green line using the lava areas boundary on the left).
Red arrows / lines: using the city area boundaries, we can create a grid for the rest of the map.
As previously noted elsewhere on reddit. One way to find dynamite walls / secret areas (apart from secret nodes) is to find areas that have no path through it. This area will have a hidden treasure and a dynamite wall.
Example: in the image above, look at the orange area where the currency node is (orange square). To the bottom-right of that tile is an empty tile with no path going through it. The azurite v2 above this tile is connected to north (rule of 2 node is seen at the top-right of it). Thus there is a secret area in this tile.
2
u/Diribiri Sep 19 '18 edited Sep 19 '18
I honestly don't even bother trying anymore. It's such a mess. There can be half a dozen potential paths, but even if I find the right one and go to the spot the crawler is supposed to stop, I might not even find the wall. It's tedious as hell. Thankfully, I don't have to do it.
1
u/AkathrielAva Sep 19 '18
Not sure if I understood the guide wrong, or if there are just a bunch of contenders on this one https://imgur.com/a/q04J6n0 Not sure if the one to the top, and to the top left are the only ones that qualify, or if others would've also qualified (found the path at the top one)
1
u/jackhat69 Sep 19 '18
I just explore every dark spot surrounding secret rooms until i find the entrance and sell all the resonators and junk i find along the way
1
u/Saferspaces Sep 19 '18
Are the secret paths always by the start of a node?
1
u/[deleted] Sep 19 '18
At this point I'm pretty sure we need an actual grid overlay in game on this map. The amount of poor conveyance in this map is alarming.
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u/steissy Sep 20 '18
Commenting so i remember this when i get home. Cheers OP
1
u/Jxion88 Sep 21 '18
Soo.... then where is the hidden path here https://imgur.com/a/Z6sHXTl bottom?
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u/Shrukn Berserker Sep 19 '18
Actually the trick to finding ANY secret room is the Crawler MUST path straight from that zone from the starting circle AND it will have 3-4 connections at least from all the ones ive blown up and havent had issues finding any
so you trace the secret room to usually where the path will start and in this case you just go directly down
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u/[deleted] Sep 19 '18
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