7-1: Garden of Forking Paths
GARDEN OF FORKING PATHS
7-1: GARDEN OF FORKING PATHS | |||
---|---|---|---|
![]() | |||
General | |||
Layer & Part | VIOLENCE /// FIRST | ||
Challenge | Beat the secret encounter. | ||
Music | The World Looks White The World Looks Red Bull of Hell | ||
Tip of the Day | |||
Homing projectiles may be more difficult to dodge,
but their tracking and slower speed makes them much easier to parry. | |||
Collectables | |||
![]() ![]() | |||
Enemies | |||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||
Rank Requirements | |||
Rank | Time | Kills | Style |
S | 06:40 | 51 | 17,000 |
A | 07:30 | 48 | 15,000 |
B | 10:00 | 40 | 10,000 |
C | 15:00 | 20 | 5,000 |
Levels | |||
Previous | Next | ||
6-2 | 7-2 | ||
7-1, 7-2, 7-3, 7-4![]() |
7-1: GARDEN OF FORKING PATHS is the first level of Violence and Act III, which introduces Mannequins and reintroduces the tram cart from 2-4: COURT OF THE CORPSE KING. 7-1 also stars the
Minotaur as a boss encounter, and houses a secret encounter with Big Johninator.
The music used in this level is The World Looks White for the intro section, The World Looks Red throughout the main portion of the level, and Bull Of Hell for the Minotaur fights in the ending section.
Level
Start
Upon exiting the elevator doors, the screen will briefly flash white as the player enters a bright white courtyard engulfed by a thick blinding fog. White trees and large stone crosses surround the marble walkway underneath the player, which leads to the entrance of a labyrinth made of marble.
Venturing inside the building, the player enters a room with three sets of doors. The set on the right is locked and the doors on the left will shut when approached, leaving only the doors right ahead open. Leading into a long gallery of six posing Mannequins each stationed on a small stage, a large door stands at the room's far end. Reaching it causes an empty red pedestal to rise out from the floor, prompting the player to find a
Red Skull Key to unlock the door behind it.
Returning to the first room will reveal the previously locked door to be open, passing it leads to a narrow corridor with a high ceiling, requiring the player to wall-jump up a wall to reach the higher floor. A large door opens to reveal a high room acting as an intersection, housing a button with the Greek letter Alpha (α) and a blue pedestal. The faint bellow of a bull can be heard when getting near the button. Pressing it shows a prompt notifying the player a door has been unlocked elsewhere in the level.
Nearby the entrance of the intersection, a book can be found:
DISPLAYING FINAL PAGE:
The unending halls of the Garden! Ah, so dutifully decorated by the cross, the symbol that angels use for the Tree of Life. They praise their beloved Father who had planted it and filled us with the dew of its leaves and the nectar of its fruit, that which gives us life, courses through our veins...
For you however, our truth: Our bodies are not a vessel for the blood of the fruit, but its prison. The beautiful guts and gorgeous bone YEARN to be shown and seen! SPLAYED! Under the divine cross of the Tree of Life, we pay it tribute through the art of violence.
THE WORLD IS YOUR CANVAS
SO TAKE UP YOUR BRUSH
AND PAINT
THE WORLD
Mannequin Encounter
After interacting with the button, the player heads down back to the start of the labyrinth where the previously closed door is opened, revealing a large crowd of stationary Mannequins flooding the room. A centered path leads the player to a kneeling Mannequin behind a barred gate, its head replaced with a
Red Skull Key. Nearing the gate opens it and allows the player to take the skull, but doing so triggers the Mannequins to surround and face the player, with none of them actually attacking.
Returning to the Mannequin gallery room and Red Pedestal, the player will be ambushed by six Mannequins breaking out of their poses to skitter towards the player at rapid speeds, starting their first enemy encounter.
Mannequins are fragile, yet extremely fast enemies capable of climbing along walls and ceilings. They attack by either crawling towards the player at high speed to deliver a series of parriable swipes or by charging and firing
Hell Seekers from a distance. While their insane speed and explosion resistance can make them difficult to kill, hitting them while they are clinging to a wall will make them drop to the ground and temporarily stun them.
Sawblade traps are an effective tool for killing Mannequins due to their tendency to chase the player.
The doors of the gallery are blocked off by a black wall, on it is the depiction of a realistic skull. After all the Mannequins are killed, the wall retracts to allow for the player to continue through the level.
Labyrinth
Descending from a split staircase, the player makes it to a small room with a walkway and two split staircases at each side, in each corner stands a stationary Mannequin with four active
Mannequins hidden underneath the walkway. Another skull-faced wall blocks off the door during the encounter, only lifting when all enemies are killed.
The next room is a tall chamber lined with a grand spiraling staircase (similar to the one found in 5-3: SHIP OF FOOLS) with a Blue Skull Key in front of the entrance and a
Blue Hookpoint high above. Entering the room spawns in three
Mannequins on the walls and a
Virtue at the top of the stairs. Killing the enemies is not required to pass through the door atop the stairs, which loops back to the intersection with the α Button and blue pedestal.
Unlocking the door the player enters a tall curved corridor, a walkway with two shallow waterlogged canals leads the player into a large open room. Four Mannequins in various poses stand alongside each other before a blue pedestal and a large door. Walking towards the Mannequins will cause a massive bull-like demon, the
Minotaur, to barge in through a door to the right and trample all of the Mannequins in its wake, charging through the left door.
Following the Minotaur to the next room will start an encounter with a Malicious Face at the far end of the room and two
Mannequins on the ceiling, along with two inactive
Cerberi stationed nearby. Killing either the Malicious Face or the Mannequins will awaken both Cerberi and another two Mannequins hidden on a lower floor.
After the encounter, the player enters a small room with a door to the left, right ahead lies a pile of collapsed rubble left behind by the
Minotaur. Heading through the door will loop back around to the grand spiral staircase, which connects to the Blue Skull placed in the α Button Room. The player needs to take the Blue Skull along the new route and place it on the recently discovered blue pedestal.
Heading through the opened door at the room with the Minotaur sequence leads to an enclosed spiral staircase, where the player fights a Mannequin and two
Streetcleaners at the bottom of the stairs. The next room over houses a tall chamber with a staircase leading up a set of three floors, with a
Blue Hookpoint in the middle of the chamber and another blue pedestal at the bottom floor.
Entering inside will spawn a Virtue and two
Mannequins at the bottom floor, along with a Mannequin at the top. Killing the
Virtue will spawn two
Drones at the bottom and another
Virtue at the top floor. Killing the bottom floor Mannequin to the right or the one at the top floor will spawn in two
Drones at the top floor, and killing the left Mannequin will spawn in a
Mindflayer on the middle floor, with it also spawning in the bottom floor Drones if the
Virtue had not been killed. Killing the remaining enemies will spawn in three more
Mannequins at the top and bottom floors.
After killing all the enemies, the player can then head through to a door at the top floor, which loops to an outdoor walkway leading back into the hall where the player first encountered the
Minotaur with the Blue Skull. The player then needs to fetch the Blue Skull again and head through the pathway to place it on the pedestal in the previous arena.
Underground Tunnels
Placing the Blue Skull onto its pedestal opens the path to a dark shaft leading down through the labyrinth. Jumping through the shaft leads to a dimly lit chamber, with a set of winding corridors leading to another shaft. Jumping through leads to the start of a railway tunnel, with a tram cart situated at the start of the tracks along with a Terminal nearby.
An activation button is situated on the front of the cart, which when pressed will activate it and cause it to start moving along the tracks. During the starting segment of the tram ride, the player is locked within the bounds of the tram cart by an invisible wall, to prevent the player from falling off of the tracks.
The railway converges with two other rail tracks from either side of the main track, turning the tunnel into a three-lane railway. After this point, the tunnel then turns into an infinite loop of the same track segment as the cart continually moves forward. During this segment, the player is free to jump off the cart, and projectiles and objects will stay relative to the cart, acting as if on a normal unmoving object.
Falling off will damage the player on contact with the tracks or the sides of the tunnel, with enemies that fall off being instantly killed and yielding the + Roadkill style bonus.
During this segment, enemies will start to appear on separate carts to fight the player. Firstly, three Strays appear on a cart on the left track, heading from in front of the player's tram, followed by three
Soldiers appearing from the right track from behind. Finally, a cart containing a group of two
Schisms and a
Soldier appears from a cart behind the player in the middle track. However, before it can reach the player, the
Minotaur appears from behind it and destroys the tram as an introduction to its boss fight.
Boss Encounter
The
Minotaur will continually chase the player's cart as it rides through the tunnel, along with attacking with large swings and disrupting the player's stable ground by destroying the tram carts or putting damaging hazards onto them. During this encounter, the Minotaur has three main attacks:
- A three-hit combo, with a horizontal swing from its hammer, and two slower overhead swings.
- A faster two-hit combo with a horizontal swing and one vertical swing, with the last hit targeting the nearest tram cart to the player to break it.
- An acid throw, where the
Minotaurwill reach into its gut and toss a pool of acid onto one of the tram carts. - If the player attempts to ride the
Minotaur, it will use its fleshy hand to sweep its back.
During the fight, trams carrying Strays will occasionally appear to fill in any broken carts the
Minotaur had destroyed, along with giving the player some much-needed healing. These Strays do not count towards the level's kill quota for the ranking.
The
Minotaur is mainly covered in impervious stone-like armor, similar to other demons such as the Hideous Mass and
Leviathan, with its main weakpoint located on the fleshy guts hanging underneath its belly, incentivizing using close-range weapons such as
Shotguns,
Nailguns, explosives such as Projectile Boosts,
Rockets, the
Screwdriver Railcannon, and the
S.R.S. Cannon's
Cannonball.
Sawblade traps are also useful for dealing with the
Minotaur if the magnet is placed on the edge of the carts to make it likelier to hit its belly. The player can also damage the Minotaur on its back by riding it, though this is risky to perform due to its dedicated attack of sweeping its back and constant movement making it difficult to remain on its back for long.
End
After the
Minotaur is seemingly defeated, the carts will reach the end of the line and slow down. Any missing carts will return to the tracks housing a Stray for the player to heal up on.
The tram exit leads to a corridor, which leads upstairs to a waiting station with an exit door. Upon arrival, the exit will open. However, moving deeper inside causes it to immediately close as the Minotaur bursts out of the left wall swinging, destroying parts of the room and commencing the second phase of the fight. In this encounter, it has four main attacks:
- A four-hit combo, one wide horizontal swing at the beginning and end, one diagonal swing, and one overhead swing. It will always start with this attack.
- An acid burst, where the
Minotaurdigs into its chest before dropping acid onto the arena in a medium radius around it, either in the form of a puddle or a large, spherical cloud. The tiles affected by the radius will have the acid persist for a short duration, and multiple acid zones can simultaneously persist on the arena. - A hammer plunge, where the
Minotaurwill thrust its hammer into the ground, producing a small explosion before creating a much larger red explosion. It is immobilized during this attack. - After using three attacks, it will momentarily lean forward before charging headfirst toward the player, briefly indicated by a yellow flash and a unique sound cue.
The
Minotaur, now with partially exposed flesh, only has half of its health left, making targeting easier. As it still retains its high movement speed, damage, and area-of-effect attacks, it is advisable to restrict constant movement and utilize high-damaging weapons such as Railcannons,
Shotguns, and
Rocket Launchers to deal with it effectively. Some of its attacks can be used as offensive opportunities. For example, the charge can be countered by ground slamming on its back or by directly parrying its head, which deals significant damage, and the hammer plunge helps the player to safely reposition themselves and dish out great damage. The
Screwdriver Railcannon and
Sawblade traps are helpful for healing as well as for dishing out massive damage, and can be highly potent set-up tools by placing them directly before the encounter.
Defeating the Minotaur will reopen the exit door, where it will lead to the three circles of Violence down below.
Challenge
- This section covers the secret boss fight for Big Johninator, as well as the boss fight's rewarded secret hint. For more information on the enemy, see Big Johninator. For the attached secret, see 7-3: NO SOUND, NO MEMORY.
For the level's challenge, the player needs to defeat Big Johninator, which acts as the joke/reference boss for Act III (in the same category as the
Very Cancerous Rodent and
Mysterious Druid Knight (& Owl).) To access the arena to fight Big Johninator, a hint can be found by the open region revealed after the
Minotaur charges through the doors. At the far wall lies a walkway with an open door to the western end.
Heading inside will reveal a small room with a mural, depicting a Mannequin with its head replaced with a Blue Skull, in reference to the headless Mannequin where the player acquires the Red Skull from. Taking the Blue Skull given later on in the level and placing it on the headless Mannequin back at the start will cause a portion of the nearby wall to slide out, leading down to a staircase into a large open courtyard.
Approaching the center of the courtyard will cause a large drop pod to crash into the ground, revealing Big Johninator after it explodes.
Secret Boss Encounter
Big Johninator is a fast and incredibly dangerous enemy, as well as being hard to hit with its mobility. Big Johninator has two main attacks, with him occasionally spawning Landmines around the arena which activate when the player is nearby:
- A barrage of three rockets, similar to those fired by
Guttertanks, which deal 35 damage each.
- A
Malicious Face beam, dealing 50 damage upon hit.
- Occasionally, Big Johninator places 1-3
Landmines on the ground, which jump into the air when the player is nearby and explode, dealing 35 damage per hit.
Staying on the move by dash-jumping and slide-hopping around the arena is good for dodging his rockets and beams. Staying too close to Big Johninator along with slow aerial movement though should be avoided at all costs, as his rockets can easily kill the player if they all connect.
Utilizing the Marksman Revolver and other hitscans, such as
Railcannons, are a good choice to combat Big Johninator's aggressive, quick movement.
Sawblade traps are also a good choice for passive damage when Big Johninator is on the ground. Utilizing
Magnets on Big Johninator can make the fight significantly easier, as its rockets will home in on the magnet instead of at the player. Freezing its rockets with the
Freezeframe Rocket Launcher is also extremely useful since it will keep the rockets away from hitting the player, and Big Johninator will often run into the rockets itself when it fires them, dealing significant damage and launching him high into the air, leaving it a vulnerable position for easy damage. The player can also parry its Landmines when activated, giving the player a health and stamina refill while also creating a large explosion to hit Big Johninator.
Killing Big Johninator will reveal a secret stone tablet, which slides out of the floor on the platform in the center of the arena. The stone tablet can be picked up and read, which gives a hint to access the Violence layer's secret level, 7-S: HELL BATH NO FURY:
Get lost in the labyrinth, die in the battlefield, or get lost in the forest...
I thought I saw a way out there, a gate covered by foliage... But even with all our strength we couldn't get through.
Secrets
#1 | ![]() |
![]() ![]() |
#2 | ![]() |
![]() |
#3 | ![]() |
![]() ![]() |
#4 | ![]() ![]() |
![]() |
#5 | ![]() |
![]() |
Easter Eggs
- An entrance blocked by rubble located near the outdoor region of the first
Minotaurencounter can be noclipped through, revealing a large outstretched plushie of Lead Developer Hakita captioned with "LIVE HAKITA REACTION" and a wall of fire behind it. Touching Hakita kills the player instantly.- The easter egg was added to reference the Live Dillon Reaction easter egg in Gloomwood.
Trivia
- 7-1 has no upper limit on kills, as the player can stall in the tram chase with the
Minotaurindefinitely, farming Strays that appear on new tram carts. - The α symbol was chosen as more buttons were planned, such as one with the β symbol.
- The level is named after "The Garden of Forking Paths", a short story by Jorge Luis Borges following a spy during World War I as he learns about his famous ancestor's plan to construct a labyrinthine novel which covers the full range of possible branching timelines its story can go through.
- The crossing out of the
Minotaur's name, and the crossing out in red text of its Terminal data is a reference to the novel House of Leaves by Mark Z. Danielewski, where every mention of theMinotaurin Danielewski's book is crossed out due to, as some interpret it, an expression of artists desiring to destroy their own work.[1] - The names of the level's soundtracks, "The World Looks White" and "The World Looks Red", are a reference to the songs "The World Looks Red / The World Looks Black" from the album The Glowing Man by Swans.
References
[[Category:Violence Levels]