Difference between revisions of "Labyrinth"

From MHWiki
m (Rework the page (2/3))
m (Intersection: added note on requirement for minotaur key)
 
(One intermediate revision by one other user not shown)
Line 17: Line 17:
  
 
== Overview ==
 
== Overview ==
'''{{PAGENAME}}''' is a hunting location in [[Hollow Heights]] region.<br>
+
'''{{PAGENAME}}''' is a hunting location in [[Hollow Heights]] region.
It requires the [[rank]] of {{Duke}} and the [[Labyrinth Key]] to access.
 
  
Hunters must navigate the [[Labyrinth]] to enter [[Zokor]]. While in [[Zokor]] Hunters are unable to access the [[Labyrinth]].<br>
+
'''{{PAGENAME}}''' and [[Zokor]] are 2 connected hunting locations.<br>
Leaving the [[Labyrinth]] (or [[Zokor]]) will '''not''' reset a Hunter's progress.<br>
+
They requires the [[rank]] of {{Duke}} and the [[Labyrinth Key]] to access.
Hunters navigate '''Intersections''' and '''Hallways''' collecting clues from the mice found in the [[Labyrinth]]. Mice can drop '''Dead End''', '''Farming''', '''Fealty''', '''Scholar''', '''Treasury''', and '''Tech''' clues, depending on which '''Hallway''' they inhabit.
 
  
===Entering the Labyrinth===
+
The Hunter can enter [[Zokor]] from this location when [[#Intersection|certain conditions]] are met.
When Hunters first enter the [[Labyrinth]] they encounter an '''Intersection''' which offers the choice of three doors, 1 each of a '''Short Plain Fealty Hallway''', a '''Short Plain Scholar Hallway''', and a '''Short Plain Tech Hallway'''.  Hunters must choose one of these '''Hallways''' to begin collecting clues.
 
  
===Clues===
+
When there is an on-going progress in [[Zokor]], this location is locked.
Only mice found in '''Hallways''' will provide clues to Hunters.
 
  
*'''Dead End Clues''' are found in '''all Hallways''' and are the result of a '''Failure To Catch''' a mouse.
+
The Hunter is transferred here when they end their run in [[Zokor]].
*'''Farming Clues''' are found only in '''Farming Hallways'''
 
*'''Fealty Clues''' are found only in '''Fealty Hallways'''
 
*'''Scholar Clues''' are found only in '''Scholar Hallways'''
 
*'''Tech Clues''' are found only in '''Tech Hallways'''
 
*'''Treasury Clues''' are found in '''Treasury Hallways'''
 
*A '''Failure to Attract''' a mouse will not affect the Hunter's progress in any way.
 
  
On the '''HUD''', '''clues''' are represented as follows:
+
== Gameplay Mechanics ==
*'''District clues''' are shown in green with dots showing the number of clues found
+
=== Compass ===
*'''Dead End clues''' are shown in red.
+
In this location, the Hunter collect '''clues'''.
*'''Dead End clues''' that fall into the [[Labyrinth Base]] or [[Minotaur Base]] are shown in tan.
+
*There are 6 types of clues: '''Fealty''', '''Tech''', '''Scholar''', '''Farming''', '''Treasury''', and '''Dead End'''.
*The plain grey squares represent progress from a hunt where no clue was found.
+
**The first 5 types are generated upon catching specific mice.
 +
**Dead End clue is generated upon failing to catch a mouse.
 +
*Fealty, Tech, Scholar, Farming, and Treasury requires specific [[#Hallway|Hallway]] type.
 +
*[[Compass Magnet]] can be used anytime to remove '''3''' clues of each type. Doing so consumes a magnet and adds 20 [[Mineral (item)|Mineral]] to the Hunter's inventory.
 +
::''My Labyrinth Compass shudders and 3 of each clue type are lost. With those clues gone, I have more space to get fresh clues for the exits I want!''
 +
 
 +
The Hunter can use the '''Retreat''' button to reset the Compass and return to the beginning of the '''{{PAGENAME}}''' anytime.
 +
 
 +
=== Sub-locations ===
 +
In this location, the Hunter can go through multiple [[#Hallway|Hallway]]s to collect the clues.<br>
 +
At the end of each hallway, the hunter are in a [[#Intersection|Intersection]].
 +
 
 +
When the Hunter first enters '''{{PAGENAME}}''', they are at an intersection with 3 hallway doors: Short Plain Fealty, Short Plain Tech, and Short Plain Scholar.
  
When Hunters have accumulated 100 or more total clues the next intersection they encounter will offer a choice of '''District Doorways''' that allow entry to [[Zokor]]. The number of clues Hunters have of each type will determine which '''District Doors''' are available, their '''quality''', and the amount of '''Stealth''' that Hunters will have while hunting in the '''District''' they enter.
+
==== Hallway ====
 +
Each hallway has 3 properties:
 +
*Hallway type: can be one of 5 types: '''Fealty''', '''Tech''', '''Scholar''', '''Farming''', or '''Treasury'''
 +
**The type determines the sub-groups of [[#Mice|mice]] available.
 +
*Hallway quality: can be one of 3 qualities: '''Plain''', '''Superior''', or '''Epic'''
 +
**The quality determines the list of [[#Mice|mice]] available.
 +
*Hallway length: can be one of 3 lengths: '''Short''', '''Medium''', and '''Long''', with the length of 10, 15, and 25 respectively
  
====Journal Entries====
+
Catching designated mice in the hallway generates specified clues.
Finding a clue:
+
:''My Labyrinth Compass needle swayed slightly against the magnetic force of 1 '''[Hallway Type]''' Clue.''
::''My Labyrinth Compass needle swayed slightly against the magnetic force of '''#''' '''[Hallway Type]''' Clue.''
+
Using [[Lantern Oil]] generates '''1''' additional clue when catching those mice.
Finding a clue with [[Lantern Oil]] armed:
+
:''Additionally, my Labyrinth Lantern helped me find an extra clue!''
::''My Labyrinth Compass needle swayed slightly against the magnetic force of '''#''' '''[Hallway Type]''' Clue.''
+
The lantern is turned off when the Hunter runs out of oil.
::''Additionally, my Labyrinth Lantern helped me find an extra clue!''
+
:''My Labyrinth Lantern ran out of fuel and went dim! I can no longer find extra clues.''
Finding a clue with [[Lantern Oil]] and [[Lantern Oil Charm]] armed:
+
Some [[#Charms|specialized charms]] can also be used to generate more clues.
::''My Labyrinth Compass needle swayed slightly against the magnetic force of '''#''' '''[Hallway Type]''' Clue.''
 
::''Additionally, my Labyrinth Lantern coupled with my Lantern Oil Charm helped me find two extra clues!''
 
Finding a clue with [[Lantern Oil]] and [[Super Lantern Oil Charm]] armed:
 
::''My Labyrinth Compass needle swayed slightly against the magnetic force of '''#''' '''[Hallway Type]''' Clue.''
 
::''Additionally, my Labyrinth Lantern coupled with my Super Lantern Oil Charm helped me find three extra clues!''
 
Finding a clue with only [[Lantern Oil Charm]] armed (without [[Lantern Oil]]):
 
::''My Labyrinth Compass needle swayed slightly against the magnetic force of '''#''' '''[Hallway Type]''' Clue.''
 
::''Additionally, my Lantern Oil Charm helped me find an extra clue!''
 
Finding a '''Dead End Clue''':
 
::''My Labyrinth Compass needle spun wildly against the magnetic force of a Dead End Clue!''
 
A '''Dead End Clue''' negated by the [[Labyrinth Base]] or [[Minotaur Base]]:
 
::''The Dead End Clue fell into my '''[Base Name]''' to be lost within its walls forever!''
 
A '''Dead End Clue''' removed by the [[Compass Magnet Base]]:
 
::''My Compass Magnet Base caused my Labyrinth Compass to shudder, removing 1 Dead End Clue!''
 
  
===Unlocking Hallways and Districts===
+
Each type of hallway requires a specific condition to unlock.<br>
When first entering the [[Labyrinth]], Hunters will be presented with 1 '''Short Fealty''', 1 '''Short Scholar''', and 1 '''Short Tech''' '''Hallway'''.<br>
+
The condition is mostly about a minimum number of clues in the [[#Compass|Compass]].
'''Plain Farming Hallways''' cannot be encountered until Hunters reach the first '''Intersection'''.<br>
+
 
There are no '''Epic Farming''' or '''Epic Treasury''' '''Hallways'''.<br>
+
{| style="margin: 1em; text-align: center" class="b_and_p sortable"
In the [[Labyrinth]], reaching a certain number of clues will allow higher quality '''Hallways''' to appear, but will not guarantee that Hunters encounter them.<br>
+
|- style="background-color: #dddddd" class="sticky_table_row"
[[Zokor]] '''Districts''' are guaranteed to be available once the proper number of clues are found.
+
! width=125            <!--Header--> | Hallway
{| cellpadding="8" cellspacing="0" class="unsortable" border="1" style="border-collapse:collapse; text-align:center; margin-bottom:2em"
+
!                      <!--Header--> | Hallway type
|-
+
!                      <!--Header--> | Hallway quality
  ! rowspan="2" align="left" width="125" bgcolor="#bbbbbb"| '''Area'''<br>
+
! width=125 class="unsortable"      | Unlock condition
  ! colspan="8" width="100" bgcolor="#bbbbbb" |Clues Found<br>
+
|-
 +
| align=left | Plain Fealty
 +
| Fealty
 +
| Plain
 +
| N/A
 +
|-
 +
| align=left | Superior Fealty
 +
| Fealty
 +
| Superior
 +
  | 15 '''Fealty''' clues
 +
|-
 +
| align=left | Epic Fealty
 +
| Fealty
 +
| Epic
 +
| 60 '''Fealty''' clues
 +
|-
 +
| align=left | Plain Tech
 +
  | Tech
 +
| Plain
 +
| N/A
 +
|-
 +
| align=left | Superior Tech
 +
| Tech
 +
| Superior
 +
| 15 '''Tech''' clues
 +
|-
 +
| align=left | Epic Tech
 +
| Tech
 +
| Epic
 +
| 60 '''Tech''' clues
 +
|-
 +
| align=left | Plain Scholar
 +
| Scholar
 +
| Plain
 +
| N/A
 +
|-
 +
| align=left | Superior Scholar
 +
| Scholar
 +
| Superior
 +
| 15 '''Scholar''' clues
 +
|-
 +
| align=left | Epic Scholar
 +
| Scholar
 +
| Epic
 +
  | 60 '''Scholar''' clues
 +
|-
 +
  | align=left | Plain Farming
 +
| Farming
 +
| Plain
 +
| After first hallway
 
|-
 
|-
  ! width="90" bgcolor="whitesmoke" | '''0'''<br>'''Total Clues'''<br>
+
  | align=left | Superior Farming
! width="90" bgcolor="whitesmoke"| '''15'''<br>'''Total Clues'''<br>
+
  | Farming
  ! width="140" bgcolor="whitesmoke"| '''15'''<br>'''District-Specific Clues'''<br>
+
  | Superior
  ! width="110" bgcolor="whitesmoke"| '''30 Fealty Clues'''<br>'''and'''<br>'''30 Scholar Clues'''<br>'''and'''<br>'''30 Tech Clues'''<br>
+
  | 15 '''Farming''' clues
  ! width="160" bgcolor="whitesmoke"| '''50'''<br>'''District-Specific Clues'''<br>
 
! width="160" bgcolor="whitesmoke"| '''60'''<br>'''District-Specific Clues'''<br>
 
! width="160" bgcolor="whitesmoke"| '''80'''<br>'''District-Specific Clues'''<br>
 
! width="100" bgcolor="whitesmoke"|'''100'''<br>'''District-Specific Clues'''<br>
 
 
|-
 
|-
  | align="left" bgcolor="whitesmoke" | [[Labyrinth]]<br>'''Hallways Unlocked'''
+
  | align=left | Plain Treasury
| align="left" | '''Plain Farming'''<br>'''Plain Fealty'''<br>'''Plain Scholar'''<br>'''Plain Tech'''
+
  | Treasury
| align="left" | '''Plain Treasury'''
+
  | Plain
  | align="left" | '''Superior Farming'''<br>'''Superior Fealty'''<br>'''Superior Scholar'''<br>'''Superior Tech'''<br>'''Superior Treasury'''
+
  | 15 total clues
  | '''N/A'''
 
| '''N/A'''
 
| align="left" | '''Epic Fealty'''<br>'''Epic Scholar'''<br>'''Epic Tech'''
 
| '''N/A'''
 
  | '''N/A'''
 
 
|-
 
|-
  | align="left" bgcolor="whitesmoke"| [[Zokor]]<br>'''Districts Unlocked'''
+
  | align=left | Superior Treasury
| align="left" | '''Farming Garden'''
+
  | Treasury
| '''N/A'''
+
  | Superior
| align="left" | '''Outer Fealty Shrine'''<br>'''Neophyte Scholar Study'''<br>'''Tech Foundry Outskirts'''<br>'''Treasure Room'''
+
  | 15 '''Treasury''' clues
| align="left" | '''Lair of the Minotaur'''
 
  | align="left" | '''Inner Fealty Temple'''<br>'''Master Scholar Auditorium'''<br>'''Overgrown Farmhouse'''<br>'''Tech Research Centre'''<br>'''Treasure Vault'''
 
  | '''N/A'''
 
| align="left" | '''Dark Library (Scholar)'''<br>'''Manaforge (Tech)'''<br>'''Templar's Sanctum (Fealty)'''<br>
 
  | align="left" | '''Mice drop [[Labyrinth Theme]] scraps'''
 
 
|}
 
|}
  
===Intersections===
+
==== Intersection ====
Hunters encounter an '''Intersection''' with 3 doors when they first enter the [[Labyrinth]].  When Hunters finish navigating a '''Hallway''' they will be presented with another '''Intersection''' that will offer from 1 to 3 new doorways allowing access to new '''Hallways'''.  Hunters can hunt in '''Intersections''' without selecting a new door, but they will not collect any clues from the mice found there.
+
In the end of a hallway, the Hunter enters an '''intersection'''.
 
 
Encountering an '''Intersection''' generates a Journal entry.  This entry is repeated with each hunt until a door is selected.
 
 
:''I have found an intersection! I'll have to choose a door to continue.''
 
:''I have found an intersection! I'll have to choose a door to continue.''
 
+
*[[Lantern Oil]] is automatically turned off in intersection.
===Hallways===
 
There are 5 types of '''Hallways''' with 3 possible '''lengths''' and up to 3 levels of '''quality'''.  It is possible to find each type and quality of '''Hallway''' in all 3 lengths.
 
 
 
*'''Hallway Type'''
 
:*'''Farming''' - Hunters will begin to encounter '''Farming Hallways''' after navigating their first '''Hallway'''. Mice in these '''Hallways''' drop '''Farming''' clues.
 
:*'''Fealty''' - Hunters are offered the choice of a '''Fealty Hallway''' when they first enter the [[Labyrinth]].  Mice in these '''Hallways''' drop '''Fealty''' clues.
 
:*'''Scholar''' - Hunters are offered the choice of a '''Scholar Hallway''' when they first enter the [[Labyrinth]].  Mice in these '''Hallways''' drop '''Scholar''' clues.
 
:*'''Tech''' - Hunters are offered the choice of a '''Tech Hallway''' when they first enter the [[Labyrinth]].  Mice in these '''Hallways''' drop '''Tech''' clues.
 
:*'''Treasury''' - Hunters will begin to encounter '''Treasury Hallways''' after navigating their first '''Hallway''' and collecting 15 '''total''' clues. Mice in these '''Hallways''' drop '''Treasury''' clues.
 
 
 
*'''Hallway Length'''
 
:*When Hunters first enter the [[Labyrinth]] they are presented with three '''short Hallways'''. After Hunters complete their first '''Hallway''' the '''Hallway length''' they encounter will be random. These '''Hallways''' can be of any '''quality''', if the appropriate number of clues have been found.
 
:*'''Short Hallways''' are 10 steps long.
 
:*'''Medium Hallways''' are 15 steps long.
 
:*'''Long Hallways''' are 25 steps long.
 
 
 
*'''Hallway Quality'''
 
:*The '''quality''' of the '''Hallways''' encountered by Hunters is determined by the number of specific clues they have accumulated. These '''Hallways''' can be of any length. Higher quality '''Hallways''' contain mice capable of dropping a higher number of clues.
 
:*'''Plain Hallways''' are the default quality and can be encountered when Hunters first enter the [[Labyrinth]].
 
:*'''Superior Hallways''' will begin to appear after Hunters have accumulated 15 clues of a specific type.
 
:*'''Epic Hallways''' will begin to appear after Hunters have accumulated 60 clues of a specific type.  There are no '''Epic Treasury''' or '''Farming Hallways'''.
 
:*'''EXAMPLE:''' To encounter '''Superior Fealty Hallways''', Hunters must collect 15 '''Fealty''' clues. To encounter '''Epic Fealty Hallways''', Hunters must collect 60 '''Fealty''' clues.
 
 
 
Entering a '''Hallway''' generates a Journal entry:
 
:''I chose a '''[Length] [Quality] [Type] Hallway door.''
 
 
 
===Navigating the Labyrinth===
 
Hunters must choose '''Hallways''' and collect clues in the [[Labyrinth]] to be able to enter [[Zokor]].
 
 
 
Each '''Intersection''' offers Hunters the choice of up to 3 '''Hallways'''.  Navigating these '''Hallways''' allows Hunters to collect clues. The number of clues collected will determine the quality of '''Hallways''' encountered and the type and quality of '''District Doors''' found after successfully navigating the [[Labyrinth]].
 
 
 
There are a number of items that can help Hunters navigate the [[Labyrinth]].
 
 
 
*[[Lantern Oil]]
 
:*'''Effect:''' Catching a mouse that carries a '''clue''' will result in 1 additional '''clue''' being awarded.
 
:*Finding an extra clue generates a Journal entry:
 
::''My Labyrinth Compass needle swayed slightly against the magnetic force of 1 '''[Hallway Type]''' Clue.''
 
::''Additionally, my Labyrinth Lantern helped me find an extra clue!''
 
:*Running out of [[Lantern Oil]] generates a Journal entry:
 
::''My Labyrinth Lantern ran out of fuel and went dim! I can no longer find extra clues.''
 
:*Hunters must purchase a [[Labyrinth Lantern]] to use [[Lantern Oil]].
 
:*[[Lantern Oil]] is consumed on each hunt while the [[Labyrinth Lantern]] is active.
 
:*When entering an '''Intersection''' [[Lantern Oil]] is automatically disarmed and generates a Journal entry. It must be rearmed when entering a new '''Hallway'''.  
 
 
::''The intersection is brightly lit and the mice here do not have clues, so I turned off my Labyrinth Lantern.''
 
::''The intersection is brightly lit and the mice here do not have clues, so I turned off my Labyrinth Lantern.''
:*[[Lantern Oil]] can be looted from some mice or purchased in the [[Labyrinth General Store]].
 
  
*[[Shuffler's Cube]]
+
If the total clue count is lower than 100, up to 3 hallway doors are shown.
:*'''Effect:''' Will change the selection of '''Hallways''' at an '''Intersection'''.
+
*Depending on the number of Dead End clues, there is a chance only 1 or 2 hallway door is shown.
:*Using a [[Shuffler's Cube]] will always result in 3 doors appearing in the '''Intersection'''.
+
*The [[Shuffler's Cube]] can be used to roll for another set of hallway doors.
:*[[Shuffler's Cube]]s cannot be used to change the selection of '''Hallways''' in the '''Intersection''' at the beginning of the [[Labyrinth]].
 
:*[[Shuffler's Cube]]s can be purchased in the [[Labyrinth General Store]].
 
:*Using a [[Shuffler's Cube]] generates a Journal entry:
 
 
::''With a grinding whirr, the hallway spins and changes. The old doors crumble to dust, and fresh doors tear out of the rock.''
 
::''With a grinding whirr, the hallway spins and changes. The old doors crumble to dust, and fresh doors tear out of the rock.''
 +
*Choosing a door moves the Hunter to the corresponding hallway.
 +
::''I chose a '''[Length] [Quality] [Type] Hallway door'''.''
  
*[[Compass Magnet]]
+
If the total clue count is 100 or higher, a number of [[Zokor]] doors is shown.
:*'''Effect:''' Will remove 3 of each type of '''clue''' from a Hunter's '''Compass'''.
+
:''I have found an exit! I'll have to choose a door to finally leave this accursed maze and enter Zokor!''
::'''Example:''' Hunters with 3 types of clue will lose 3 of each type , resulting in 9 total clues removed.
+
:''I must choose wisely, as once I leave the maze and enter the city, I will have to navigate the Labyrinth all over again when I return!''
:*The [[Compass Magnet]] is reduced to 20 [[Mineral]]s when used.
+
*Each type of door requires a specific condition to unlock.<br>
:*[[Compass Magnet]]s can be purchased in the [[Labyrinth General Store]].
+
*The condition is mostly about a minimum number of clues in the [[#Compass|Compass]].
:*Using a [[Compass Magnet]] generates a Journal entry:
+
*Choosing a door transfers the Hunter to the corresponding district in [[Zokor]].
::''My Labyrinth Compass shudders and 3 of each clue type are lost. With those clues gone, I have more space to get fresh clues for the exits I want!''
+
::''I exited the maze and emerged into the [District Name].''
 
 
*The [[Labyrinth Base]] and [[Minotaur Base]]
 
:*Using either base in the [[Labyrinth]] reduces the chance that a failure to catch a mouse will result in a '''Dead End clue'''.
 
:*A '''Dead End Clue''' negated by the [[Labyrinth Base ]] or [[Minotaur Base]] generates a Journal entry:
 
::''The Dead End Clue fell into my '''[Base Name]''' to be lost within its walls forever!''
 
 
 
*'''Retreat Button'''
 
:*Found on the '''HUD''', the '''retreat button''' allows Hunters to abandon their current progress in the [[Labyrinth]].
 
:*Using the '''retreat button''' returns the Hunter to the beginning of the [[Labyrinth]] and removes all clues found on the abandoned run.
 
:*Using the '''retreat button''' generates a Journal entry:
 
::''I retraced my steps to the entrance of the maze. All my collected clues vanished.''
 
 
 
===Entering [[Zokor]]===
 
Once Hunters have accumulated '''100''' (or more) total clues, they will be presented with '''District Doorways''' at the end of their current '''Hallway'''. The '''District Doorways''' encountered are dependent upon the number of each type of clue found while hunting in the [[Labyrinth]].
 
 
 
A Journal entry is created when presented with these '''District Doorways''':
 
::''I have found an exit! I'll have to choose a door to finally leave this accursed maze and enter Zokor!''
 
::''I must choose wisely, as once I leave the maze and enter the city, I will have to navigate the Labyrinth all over again when I return!''
 
 
 
Choosing a '''District Doorway''' generates a Journal entry:
 
::''I exited the maze and emerged into the '''[District Name]'''.''
 
 
::''While I was in the maze, I found:''
 
::''While I was in the maze, I found:''
 
::'''''[List of clues found, by type]'''''
 
::'''''[List of clues found, by type]'''''
Line 202: Line 163:
 
::''I will have '''[Number of District-Specific Clues Found]''' Stealth while in the city, allowing me to evade the guards for some time.''
 
::''I will have '''[Number of District-Specific Clues Found]''' Stealth while in the city, allowing me to evade the guards for some time.''
  
====District Types====
+
{| style="margin: 1em; text-align: center" class="b_and_p sortable"
*'''Fealty Districts'''
+
|- style="background-color: #dddddd" class="sticky_table_row"
:The '''Outer Fealty Shrine''' is encountered when Hunters have collected '''15 to 49''' '''Fealty''' clues.
+
! width=150            <!--Header--> | District door
:The '''Inner Fealty Temple''' is encountered when Hunters have collected '''50 to 79''' '''Fealty''' clues.
+
!                      <!--Header--> | District type
:The '''Templar's Sanctum''' is encountered when Hunters have collected '''80''' or more '''Fealty''' clues.
+
!                      <!--Header--> | District level
 
+
! class="unsortable"  <!--Header--> | Unlock condition
*'''Scholar Districts'''
+
|-
:The '''Neophyte Scholar Study''' is encountered when Hunters have collected '''15 to 49''' '''Scholar''' clues.
+
| align=left | Outer Fealty Shrine
:The '''Master Scholar Auditorium''' is encountered when Hunters have collected '''50 to 79''' '''Scholar''' clues.
+
| Fealty
:The '''Dark Library''' is encountered when Hunters have collected '''80''' or more '''Scholar''' clues.
+
| 1
 +
| Between '''15''' and '''49''' '''Fealty''' clues
 +
|-
 +
| align=left | Inner Fealty Temple
 +
| Fealty
 +
| 2
 +
| Between '''50''' and '''79''' '''Fealty''' clues
 +
|-
 +
| align=left | Templar's Sanctum
 +
| Fealty
 +
| 3
 +
| '''80''' or more '''Fealty''' clues
 +
|-
 +
| align=left | Tech Foundry Outskirts
 +
| Tech
 +
| 1
 +
| Between '''15''' and '''49''' '''Tech''' clues
 +
|-
 +
| align=left | Tech Research Centre
 +
| Tech
 +
| 2
 +
| Between '''50''' and '''79''' '''Tech''' clues
 +
|-
 +
| align=left | Manaforge
 +
| Tech
 +
| 3
 +
| '''80''' or more '''Tech''' clues
 +
|-
 +
| align=left | Neophyte Scholar Study
 +
| Scholar
 +
| 1
 +
| Between '''15''' and '''49''' '''Scholar''' clues
 +
|-
 +
| align=left | Master Scholar Auditorium
 +
| Scholar
 +
| 2
 +
| Between '''50''' and '''79''' '''Scholar''' clues
 +
|-
 +
| align=left | Dark Library
 +
| Scholar
 +
| 3
 +
| '''80''' or more '''Scholar''' clues
 +
|-
 +
| align=left | Farming Garden
 +
| Farming
 +
| 1
 +
| N/A
 +
|-
 +
| align=left | Overgrown Farmhouse
 +
| Farming
 +
| 2
 +
| '''50''' or more '''Farming''' clues
 +
|-
 +
| align=left | Treasure Room
 +
| Treasury
 +
| 1
 +
| Between '''15''' and '''49''' '''Treasury''' clues
 +
|-
 +
| align=left | Treasure Vault
 +
| Treasury
 +
| 2
 +
| '''50''' or more '''Treasury''' clues
 +
|-
 +
| align=left | Lair of the Minotaur**
 +
| Hidden
 +
| N/A
 +
| '''30''' or more '''Fealty''' clues<br>'''30''' or more '''Tech''' clues<br>'''30''' or more '''Scholar''' clues
 +
|}
  
*'''Tech Districts'''
+
<nowiki>**</nowiki>''Note: In order to enter the Lair of the Minotaur, the Hunter will require a single use of 1 [[Minotaur Key]].''
:The '''Tech Foundry Outskirts''' is encountered when Hunters have collected '''15 to 49''' '''Tech''' clues.
 
:The '''Tech Research Centre''' is encountered when Hunters have collected '''50 to 79''' '''Tech''' clues.
 
:The '''Manaforge''' is encountered when Hunters have collected '''80''' or more '''Tech''' clues.
 
  
*'''Treasury Districts'''
+
''Hunters that do not have a [[Minotaur Key]] will not be allowed into the Lair of the Minotaur.''
:The '''Treasure Room''' is encountered when Hunters have collected '''15 to 49''' '''Treasury''' clues.
 
:The '''Treasure Vault''' is encountered when Hunters have collected '''50''' or more '''Treasury''' clues.
 
  
*'''Farming Districts'''
+
''It is possible to obtain the required crafting materials through other methods while leaving '''{{PAGENAME}}''' in this state.''
:The '''Farming Garden''' will be available to Hunters, even if they have collected '''zero''' '''Farming''' clues. The default '''Stealth''' in the '''Farming Garden''' is '''10'''. Collecting more that '''10''' '''Farming''' clues will increase '''Stealth''' accordingly.
 
:The '''Overgrown Farmhouse''' is encountered when Hunters have collected '''50''' or more '''Farming''' clues.
 
  
*'''The Lair of the Minotaur'''
+
== Heads-Up Display ==
:To '''encounter''' the '''Lair of the Minotaur''', Hunters must have a minimum of '''30''' each of '''Fealty, Scholar, and Tech''' clues.
+
=== Left ===
:To '''enter''' the '''Lair of the Minotaur''', Hunters must craft a [[Minotaur Key]].  This '''key''' is consumed upon entry.
+
The left part shows:
 +
*The current [[#Hallway|hallway]] status
 +
*[[Shadow Stalker]] status
 +
*The '''Retreat''' button
  
==The Heads-Up Display==
+
=== Right ===
The '''HUD''' in the [[Labyrinth]] shows a wide variety of information and provides Hunters with the ability to arm and disarm a number of items.
+
The right part shows:
===Upper Section===
+
*The Hunter's inventory of [[Shuffler's Cube]]
*This section of the '''HUD''' identifies the Hunter's current position in the [[Labyrinth]].  It also provides the following information and actions:
+
*The [[#Intersection|intersection]] information
:'''[[Shadow Stalker]] status''' - The current activity level of the [[Shadow Stalker]]
 
::'''Closed eyes''' are present when [[Glowing Gruyere]] is armed.  The [[Shadow Stalker]] avoids traps baited with [[Glowing Gruyere]].
 
::'''Open eyes''' with red warning lines are present when any other bait is armed, showing that the [[Shadow Stalker]] can be encountered.
 
::Hovering over the eyes allows Hunters to '''arm''' or '''craft''' [[Glowing Gruyere]].  The popup hint states "Only Glowing Gruyere repels Shadow Stalkers!"
 
:'''Retreat''' - Hunters can choose to retreat to the beginning of the [[Labyrinth]].  All '''clues''' will be lost and this action cannot be undone.  The popup hint states "Discard all of your clues and start over at the beginning of the maze. This cannot be undone!"
 
:[[Shuffler's Cube]] - This section shows the number of '''Cubes''' in a Hunter's inventory and allows them to be used to change the selection of '''Doorways''' at an '''Intersection'''.
 
::'''Cubes''' can only be used at '''Intersections''' and will always provide 3 new '''Doorways''' to choose from.
 
::Mousing over this section will provide Hunters with the option to buy [[Shuffler's Cube]]s.  The popup hint states "Don't like the doors in this intersection? Use a Shuffler's Cube to find new doors!" along with further details on whether a cube can be used.
 
::Using '''Cubes''' will not result in a '''Treasury Doorway''' unless Hunters have collected 15 total clues, including '''Dead End clues'''.
 
  
===Central Section===
+
=== Bottom ===
*The main body of the '''HUD''' shows the current '''Hallway''', progress in that '''Hallway''', an '''Intersection''', and 3 '''Doorways'''.
+
The bottom part shows:
:'''Hallway''' - This  section of the '''HUD''' shows a cavern tunnel when first entering the [[Labyrinth]].  Once a '''Doorway''' has been selected, this section will show a [[Labyrinth]] '''Hallway''' that tracks the Hunter's progress.
+
*The Hunter's inventory of [[Compass Magnet]]
::'''Brown Tile''' - A section of the '''Hallway''' that has yet to be visited by the Hunter.
+
*The [[#Compass|Compass]] status
::'''Blue Tile with Footprints''' - The Hunter's current position.  Mousing over this tile shows a tooltip that reads '''Current position'''.
+
*The Hunter's inventory of [[Lantern Oil]] and lantern status
::'''Green Tile with Dots''' - These tiles represent a hunt where a '''clue''' was found. The number of dots shown is equal to the number of clues found. Mousing over this tile shows a tooltip that reads '''[X] clue(s).'''
+
*The Hunter's inventory of:
::'''Red Tile''' - These tiles represent a hunt where a '''Dead End clue''' was found, because a mouse was missed. Mousing over this tile shows a tooltip that reads '''Dead End clue!'''
+
**[[Plate of Fealty]]
::'''Grey Tile''' - These tiles represent a Hunt where '''no clue''' was found (including when a mouse was not caught but the [[Labyrinth Base|Labyrinth]] or [[Minotaur Base]] absorbed the dead end clue).
+
**[[Tech Power Core]]
:'''Intersection'''- This section of the '''HUD''' shows the current selection of '''Doorways'''.
+
**[[Scholar Scroll]]
::While in an active '''Hallway''', this section shows three plain doors with no '''District''' markings.
+
**[[Nightshade]]
::When first entering the [[Labyrinth]] or after completing a '''Hallway''', this section shows up to 3 '''Doorways''' with '''District''' markings that match the available '''Doorways'''.
+
**[[Cavern Fungus]]
:'''Doorways''' - This section of the '''HUD''' shows the available '''Doorways''' and is where Hunters choose their next '''Hallway'''.  Clicking on a door offers a confirmation screen on whether to open the door.
 
::Each '''Doorway''' has a tooltip that shows the type, length and quality of the '''Hallway''' found behind the '''Doorway'''.
 
::Blocked '''Doorways''' are shown in grey and have no '''District''' markings.
 
*When completing a hallway with 100 or more clues, the main body changes to a display of 5 district doors, with doors unlocked according to whether enough clues for that district type were found. Choosing a door transports the hunter to [[Zokor]].
 
===Lower Section===
 
*This section shows the Hunter's '''Compass''' and the accumulated materials found in the [[Labyrinth]] and [[Zokor]].
 
:'''Compass Magnets''' - The number of '''Magnets''' in a Hunter's inventory are shown here.
 
::Using a [[Compass Magnet]] will remove 3 of each type of '''clue''' from the Hunter's '''Compass'''.  The popup hint states "A Compass Magnet removes 3 of each type of clue, freeing space for new clues!"
 
:'''Compass''' - This section shows the Hunter's progress in collecting 100 '''clues'''. 
 
::The '''Compass''' bar fills with clues, each type represented by a unique color, and the progress toward 100 is tracked to the right.  It is possible to collect more than 100 clues.
 
::Hovering over the '''Compass''' brings up a display that shows the Hunter's progress in collecting each type of clue and whether the thresholds for encountering the various '''District''' types in [[Zokor]] have been met.
 
::A '''Green Checkmark''' indicates that Hunters have reached the threshold for encountering higher level '''Districts'''.
 
:[[Labyrinth Lantern]] - The status of the Hunter's '''Lantern''' and the amount of [[Lantern Oil]] in their inventory is shown here. 
 
::Hunters must purchase a [[Labyrinth Lantern]] in the [[Labyrinth General Store]] for 33,333 gold before they will be able to use [[Lantern Oil]].
 
::The '''Lantern''' may only be lit while in a '''Hallway'''.  The popup hint in a hallway states "When lit, the Labyrinth Lantern burns oil on every hunt to help you find bonus clues."
 
::When lit, mice that provide clues will drop an additional clue of the same type.  '''Dead End''' clues are not affected by the '''Lantern'''.
 
::[[Lantern Oil]] is used on every hunt while the '''Lantern''' is lit.
 
::The '''Lantern''' is automatically deactivated when entering an '''Intersection'''.  It must be reactivated by the Hunter when entering a new '''Hallway''''.
 
::[[Lantern Oil]] can be found as loot or purchased from the [[Labyrinth General Store]].  Each unit of '''Oil''' costs 1 [[Scholar Scroll]], 1 [[Plate of Fealty]], and 1 [[Tech Power Core]].
 
:'''Crafting Materials''' - The type and amount of [[Labyrinth]] and [[Zokor]] crafting items are found here.  The following items are shown here:
 
::[[Plate of Fealty]] - Found in '''Fealty Districts'''.
 
::[[Tech Power Core]] - Found in '''Tech Districts'''.
 
::[[Scholar Scroll]] - Found in '''Scholar Districts'''.
 
::[[Nightshade]] - Found in '''Farming Districts''', '''Superior Farming Hallways''', and from the certain mice in the [[Fungal Cavern]].
 
::[[Cavern Fungus]] - Found in '''Farming Districts''', '''Farming Hallways''', and from certain mice in the [[Fungal Cavern]].
 
  
 
== [[Mice]] ==
 
== [[Mice]] ==

Latest revision as of 22:47, 21 June 2024

Labyrinth
Region: Hollow Heights
Rank requirement: Duke/Duchess
Map piece: Labyrinth Key
Required Power Type: Forgotten
Arcane
Required Cheese: Standard Cheese
Glowing Gruyere
Number of Mice: 26
Shops: Cheese Shoppe
Trapsmith
Charm Shoppe
General Store
Cartographer
Release Date: 9 September 2015
Topsy, turvy, left is right, up is down, can't make heads or tails of it all maze of epic proportions. Navigating the Labyrinth is simple yet complex. The strongest of hunters easily collapse to their knees in sheer madness trying and failing to complete this almost living structure. Even those that make it through have no better understanding of its layout.

Overview

Labyrinth is a hunting location in Hollow Heights region.

Labyrinth and Zokor are 2 connected hunting locations.
They requires the rank of Duke/Duchess and the Labyrinth Key to access.

The Hunter can enter Zokor from this location when certain conditions are met.

When there is an on-going progress in Zokor, this location is locked.

The Hunter is transferred here when they end their run in Zokor.

Gameplay Mechanics

Compass

In this location, the Hunter collect clues.

  • There are 6 types of clues: Fealty, Tech, Scholar, Farming, Treasury, and Dead End.
    • The first 5 types are generated upon catching specific mice.
    • Dead End clue is generated upon failing to catch a mouse.
  • Fealty, Tech, Scholar, Farming, and Treasury requires specific Hallway type.
  • Compass Magnet can be used anytime to remove 3 clues of each type. Doing so consumes a magnet and adds 20 Mineral to the Hunter's inventory.
My Labyrinth Compass shudders and 3 of each clue type are lost. With those clues gone, I have more space to get fresh clues for the exits I want!

The Hunter can use the Retreat button to reset the Compass and return to the beginning of the Labyrinth anytime.

Sub-locations

In this location, the Hunter can go through multiple Hallways to collect the clues.
At the end of each hallway, the hunter are in a Intersection.

When the Hunter first enters Labyrinth, they are at an intersection with 3 hallway doors: Short Plain Fealty, Short Plain Tech, and Short Plain Scholar.

Hallway

Each hallway has 3 properties:

  • Hallway type: can be one of 5 types: Fealty, Tech, Scholar, Farming, or Treasury
    • The type determines the sub-groups of mice available.
  • Hallway quality: can be one of 3 qualities: Plain, Superior, or Epic
    • The quality determines the list of mice available.
  • Hallway length: can be one of 3 lengths: Short, Medium, and Long, with the length of 10, 15, and 25 respectively

Catching designated mice in the hallway generates specified clues.

My Labyrinth Compass needle swayed slightly against the magnetic force of 1 [Hallway Type] Clue.

Using Lantern Oil generates 1 additional clue when catching those mice.

Additionally, my Labyrinth Lantern helped me find an extra clue!

The lantern is turned off when the Hunter runs out of oil.

My Labyrinth Lantern ran out of fuel and went dim! I can no longer find extra clues.

Some specialized charms can also be used to generate more clues.

Each type of hallway requires a specific condition to unlock.
The condition is mostly about a minimum number of clues in the Compass.

Hallway Hallway type Hallway quality Unlock condition
Plain Fealty Fealty Plain N/A
Superior Fealty Fealty Superior 15 Fealty clues
Epic Fealty Fealty Epic 60 Fealty clues
Plain Tech Tech Plain N/A
Superior Tech Tech Superior 15 Tech clues
Epic Tech Tech Epic 60 Tech clues
Plain Scholar Scholar Plain N/A
Superior Scholar Scholar Superior 15 Scholar clues
Epic Scholar Scholar Epic 60 Scholar clues
Plain Farming Farming Plain After first hallway
Superior Farming Farming Superior 15 Farming clues
Plain Treasury Treasury Plain 15 total clues
Superior Treasury Treasury Superior 15 Treasury clues

Intersection

In the end of a hallway, the Hunter enters an intersection.

I have found an intersection! I'll have to choose a door to continue.
  • Lantern Oil is automatically turned off in intersection.
The intersection is brightly lit and the mice here do not have clues, so I turned off my Labyrinth Lantern.

If the total clue count is lower than 100, up to 3 hallway doors are shown.

  • Depending on the number of Dead End clues, there is a chance only 1 or 2 hallway door is shown.
  • The Shuffler's Cube can be used to roll for another set of hallway doors.
With a grinding whirr, the hallway spins and changes. The old doors crumble to dust, and fresh doors tear out of the rock.
  • Choosing a door moves the Hunter to the corresponding hallway.
I chose a [Length] [Quality] [Type] Hallway door.

If the total clue count is 100 or higher, a number of Zokor doors is shown.

I have found an exit! I'll have to choose a door to finally leave this accursed maze and enter Zokor!
I must choose wisely, as once I leave the maze and enter the city, I will have to navigate the Labyrinth all over again when I return!
  • Each type of door requires a specific condition to unlock.
  • The condition is mostly about a minimum number of clues in the Compass.
  • Choosing a door transfers the Hunter to the corresponding district in Zokor.
I exited the maze and emerged into the [District Name].
While I was in the maze, I found:
[List of clues found, by type]
The clues I found for the [District Name] helped me learn as much as I could about the best hiding spots in this district.
I will have [Number of District-Specific Clues Found] Stealth while in the city, allowing me to evade the guards for some time.
District door District type District level Unlock condition
Outer Fealty Shrine Fealty 1 Between 15 and 49 Fealty clues
Inner Fealty Temple Fealty 2 Between 50 and 79 Fealty clues
Templar's Sanctum Fealty 3 80 or more Fealty clues
Tech Foundry Outskirts Tech 1 Between 15 and 49 Tech clues
Tech Research Centre Tech 2 Between 50 and 79 Tech clues
Manaforge Tech 3 80 or more Tech clues
Neophyte Scholar Study Scholar 1 Between 15 and 49 Scholar clues
Master Scholar Auditorium Scholar 2 Between 50 and 79 Scholar clues
Dark Library Scholar 3 80 or more Scholar clues
Farming Garden Farming 1 N/A
Overgrown Farmhouse Farming 2 50 or more Farming clues
Treasure Room Treasury 1 Between 15 and 49 Treasury clues
Treasure Vault Treasury 2 50 or more Treasury clues
Lair of the Minotaur** Hidden N/A 30 or more Fealty clues
30 or more Tech clues
30 or more Scholar clues

**Note: In order to enter the Lair of the Minotaur, the Hunter will require a single use of 1 Minotaur Key.

Hunters that do not have a Minotaur Key will not be allowed into the Lair of the Minotaur.

It is possible to obtain the required crafting materials through other methods while leaving Labyrinth in this state.

Heads-Up Display

Left

The left part shows:

Right

The right part shows:

Bottom

The bottom part shows:

Mice

All mice found in this location are part of Citizens of Zokor mouse group.
Forgotten power type is very effective against these mice, while Arcane is effective against most of them.

While Standard Cheese can attract all mice, Glowing Gruyere is recommended to remove Shadow Stalker, which are hard to catch and doesn't drop any clue.

Intersection Mice

All mice found in this sub-location are part of Hallway Wanderer sub-group.

Mouse Points Gold Sub-group Loot
Lost Legionnaire 25,500 2,000 Hallway Wanderer Flawed Orb
Simple Orb
Lost 30,000 995 Hallway Wanderer Simple Orb
Corridor Bruiser 50,000 8,000 Hallway Wanderer Flawless Orb
Shadow Stalker
Avoids Glowing Gruyere and Glowing Gourd Charm
70,000 700 Hallway Wanderer

Hallway Mice

Fealty Hallway Mice

All mice found in Featy Hallways are part of Hallway Wanderer and Fealty Sworn Soldier sub-groups.

Fealty Sworn Soldier can drop Fealty clues.

Mouse Points Gold Sub-group Clue Plain Superior Epic Loot
Lost Legionnaire 25,500 2,000 Hallway Wanderer 0 X X X Flawed Orb
Simple Orb
Lost 30,000 995 Hallway Wanderer 0 X X X Simple Orb
Reanimated Carver 90,000 9,000 Hallway Wanderer 0 X X X Divine Orb
Lantern Oil
Corridor Bruiser 50,000 8,000 Hallway Wanderer 0 X X X Flawless Orb
Shadow Stalker
Avoids Glowing Gruyere and Glowing Gourd Charm
70,000 700 Hallway Wanderer 0 X X X
Drudge 32,500 4,988 Fealty Sworn Soldier 1 X X X
Masked Pikeman 45,950 5,000 Fealty Sworn Soldier 1 X X X
Solemn Soldier 40,000 7,700 Fealty Sworn Soldier 2 X X
Mind Tearer 60,000 10,000 Fealty Sworn Soldier 2 X X
Dark Templar 80,800 12,750 Fealty Sworn Soldier 3 X

Tech Hallway Mice

All mice found in Tech Hallways are part of Hallway Wanderer and Tech Engineer sub-groups.

Tech Engineer can drop Tech clues.

Mouse Points Gold Sub-group Clue Plain Superior Epic Loot
Lost Legionnaire 25,500 2,000 Hallway Wanderer 0 X X X Flawed Orb
Simple Orb
Lost 30,000 995 Hallway Wanderer 0 X X X Simple Orb
Reanimated Carver 90,000 9,000 Hallway Wanderer 0 X X X Divine Orb
Lantern Oil
Corridor Bruiser 50,000 8,000 Hallway Wanderer 0 X X X Flawless Orb
Shadow Stalker
Avoids Glowing Gruyere and Glowing Gourd Charm
70,000 700 Hallway Wanderer 0 X X X
RR-8 32,500 4,988 Tech Engineer 1 X X X
Ash Golem 45,950 5,000 Tech Engineer 1 X X X
Tech Golem 40,000 7,700 Tech Engineer 2 X X
Automated Stone Sentry 60,000 10,000 Tech Engineer 2 X X
Fungal Technomorph 80,800 12,750 Tech Engineer 3 X

Scholar Hallway Mice

All mice found in Scholar Hallways are part of Hallway Wanderer and Lost Scholar sub-groups.

Lost Scholar can drop Scholar clues.

Mouse Points Gold Sub-group Clue Plain Superior Epic Loot
Lost Legionnaire 25,500 2,000 Hallway Wanderer 0 X X X Flawed Orb
Simple Orb
Lost 30,000 995 Hallway Wanderer 0 X X X Simple Orb
Reanimated Carver 90,000 9,000 Hallway Wanderer 0 X X X Divine Orb
Lantern Oil
Corridor Bruiser 50,000 8,000 Hallway Wanderer 0 X X X Flawless Orb
Shadow Stalker
Avoids Glowing Gruyere and Glowing Gourd Charm
70,000 700 Hallway Wanderer 0 X X X
Summoning Scholar 32,500 4,988 Lost Scholar 1 X X X
Sanguinarian 45,950 5,000 Lost Scholar 1 X X X
Mystic Guardian 40,000 7,700 Lost Scholar 2 X X
Mystic Herald 60,000 10,000 Lost Scholar 2 X X
Mystic Scholar 80,800 12,750 Lost Scholar 3 X

Farming Hallway Mice

All mice found in Featy Hallways are part of Hallway Wanderer and Fungal Farmer sub-groups.

Fungal Farmer can drop Farming clues.

Mouse Points Gold Sub-group Clue Plain Superior Loot
Lost Legionnaire 25,500 2,000 Hallway Wanderer 0 X X Flawed Orb
Simple Orb
Lost 30,000 995 Hallway Wanderer 0 X X Simple Orb
Reanimated Carver 90,000 9,000 Hallway Wanderer 0 X X Divine Orb
Lantern Oil
Corridor Bruiser 50,000 8,000 Hallway Wanderer 0 X X Flawless Orb
Shadow Stalker
Avoids Glowing Gruyere and Glowing Gourd Charm
70,000 700 Hallway Wanderer 0 X X
Mushroom Harvester 38,640 4,160 Fungal Farmer 1 X X Cavern Fungus
Mush Monster 44,620 5,645 Fungal Farmer 1 X X Cavern Fungus
Nightshade Nanny 56,800 7,200 Fungal Farmer 2 X Cavern Fungus
Nightshade

Treasury Hallway Mice

All mice found in Featy Hallways are part of Hallway Wanderer and Treasure Miser sub-groups.

Treasure Miser can drop Treasury clues.

Mouse Points Gold Sub-group Clue Plain Superior Loot
Lost Legionnaire 25,500 2,000 Hallway Wanderer 0 X X Flawed Orb
Simple Orb
Lost 30,000 995 Hallway Wanderer 0 X X Simple Orb
Reanimated Carver 90,000 9,000 Hallway Wanderer 0 X X Divine Orb
Lantern Oil
Corridor Bruiser 50,000 8,000 Hallway Wanderer 0 X X Flawless Orb
Shadow Stalker
Avoids Glowing Gruyere and Glowing Gourd Charm
70,000 700 Hallway Wanderer 0 X X
Hired Eidolon 44,220 10,000 Treasure Miser 1 X X
Mimic 57,325 12,890 Treasure Miser 1 X X
Treasure Brawler 72,000 37,250 Treasure Miser 2 X

Hunting Strategy

Hunting Tips by Larry

Greetings! First time here? ...Are you sure?

The Labyrinth is a complex, living, breathing, moving entrance devised by those that live within the massive city of Zokor as a security measure to deter any potential invaders from making it to the city's core.

At the entrance to the Labyrinth, you will find three doors. Each one sets out in the general direction of one of the three main city districts.

As you make your way through the corridors and endless hallways inside, you will need to collect clues to eventually find an exit into the city, guided by your special Labyrinth Compass.

Each door leads to a hallway themed after its respective district. My personal research has shown that hallways come in varying lengths and qualities, with each terminating at a new intersection with new doors to pick. The intersections vary in their options, and won't always have one of each type. There are more districts than the main three, and sometimes an intersection won't even have three doors!

Once the Labyrinth is ready to spit you out, you will come face to face with up to five exits which lead to the specified district indicated on the door. Not all exits will be unlocked and sometimes the exits will indicate different parts of the district that lies behind them. Making this final choice will lead you to Zokor, but you will have to return to the Labyrinth many times to find passage to all districts and all sections of each district within the city!

Each time you enter the city, the Labyrinth will lock down and reconfigure itself behind you while you explore your chosen district. When you return, the Labyrinth will be completely different than the last time you passed through.

Here, take this magical compass with you. It will store any clues you have obtained and guide you through the maze. It keeps leading me back to the entrance here so hopefully it will be of greater use to you...

Good luck! I'm gonna go sit down for a little bit...

Adventure Book

The Hunter can complete some steps of the Track Down the Retired Minotaur adventure in Labyrinth.

Location-Specific Effects

Bases

  • Compass Magnet Base - has a 30% chance of removing a Dead End Clue upon catching a mouse
  • Labyrinth Base - has a chance to prevent Dead End Clue upon failing to catch a mouse
  • Minotaur Base - has a chance to prevent Dead End Clue upon failing to catch a mouse
  • Treasure Seeker Base
    • Has a chance to transform any clue other than Dead End Clue into a Treasury Clue
    • Has a chance to prevent Dead End Clue upon failing to catch a mouse

Charms

Shops

These are the shops found in Labyrinth.

Cheese Shoppe

Item Cost Requirement Refund
Swiss Cheese 100 gold None 100 gold
Brie Cheese 200 gold None 200 gold
Gouda Cheese 600 gold None 600 gold

Trapsmith

Bases
Item Cost Requirement Refund
Labyrinth Base 599,000 gold
25 Scholar Scroll
25 Plate of Fealty
25 Tech Power Core
None 107,000 gold
Minotaur Base 16,000,000 gold
6 Really, Really Shiny Precious Gold
700 Scholar Scroll
700 Plate of Fealty
700 Tech Power Core
None N/A
Weapons
Item Power Type Cost Requirement Refund
Endless Labyrinth Trap Forgotten 6,980,000 gold
1 Powercore Hammer
1 Infused Plate
1 Sacred Script
150 Scholar Scroll
150 Plate of Fealty
150 Tech Power Core
None N/A
Infinite Labyrinth Trap Forgotten 1,800,000 gold
1 Enigmatic Core
1 Endless Labyrinth Trap
1 Powercore Hammer
225 Tech Power Core
None N/A
Event Horizon Trap Arcane 7,300,000 gold
1 Essence of Destruction
1 Sacred Script
30 Scrap Metal
225 Scholar Scroll
None N/A
Temporal Turbine Shadow 10,500,000 gold
2 Temporal Shadow Plate
1 Infused Plate
225 Plate of Fealty
None N/A

Charm Shoppe

Item Cost Requirement Refund
Charmbit 25 gold None 20 gold
Nightshade Farming Charm 400 gold
5 Cavern Fungus
2 Mineral
None 60 gold
Spore Charm 750 gold
2 Cavern Fungus
None N/A
Super Spore Charm 1,000 gold
2 Spore Charm
None N/A
Extreme Spore Charm 2,000 gold
2 Super Spore Charm
1 Nightshade
None N/A
Ultimate Spore Charm 2,500 gold
2 Extreme Spore Charm
1 Crystal Crucible
None N/A
Lucky Power Charm 900 gold None 270 gold
Super Power Charm 500 gold None 150 gold
Super Luck Charm 750 gold None 225 gold
Super Lucky Power Charm 2,500 gold None 750 gold
Extreme Power Charm 1,500 gold None 450 gold
Extreme Luck Charm 4,500 gold None 1,350 gold
Flawed Orb 2 Scholar Scroll
2 Plate of Fealty
2 Tech Power Core
None N/A
Simple Orb 3 Scholar Scroll
3 Plate of Fealty
3 Tech Power Core
None N/A
Flawless Orb 5 Scholar Scroll
5 Plate of Fealty
5 Tech Power Core
None N/A
Divine Orb 15 Scholar Scroll
15 Plate of Fealty
15 Tech Power Core
None N/A
Epic Orb 125,000 gold None 125,000 gold

General Store

Item Cost Requirement Refund
Labyrinth Lantern 33,333 gold None N/A
Lantern Oil 680 gold
1 Scholar Scroll
1 Plate of Fealty
1 Tech Power Core
None N/A
Shuffler's Cube 4,800 gold
10 Scholar Scroll
10 Plate of Fealty
10 Tech Power Core
None N/A
Compass Magnet 12,000 gold
10 Scholar Scroll
10 Plate of Fealty
10 Tech Power Core
None N/A
Labyrinth Theme Scrap VI 9,000 gold
1 Scholar Scroll
1 Plate of Fealty
1 Tech Power Core
None N/A
Curds and Whey 12 gold None 3 gold
Ionized Salt 450 gold None 150 gold
Living Shard 1,200 gold None 1,200 gold
Gold Leaf 26,000 gold None 13,000 gold
Tiny Platinum Bar 60,000 gold None 60,000 gold

Cartographer

Item Cost Requirement Refund
Moussu Picchu Climbing Route 50,000 gold 1 Climbing Grapnel of Tech
1 Climbing Boots of Fealty
1 Climbing Vine of Scholars
N/A
Labyrinth Scroll Case 8 Ancient Relic None N/A

History and Trivia

Links and Images


Locations
Gnawnia:  • Meadow   • Town of Gnawnia   • Windmill   • Harbour   • Mountain
Valour:  • King's Arms   • Tournament Hall   • King's Gauntlet
Whisker Woods:  • Calm Clearing   • Great Gnarled Tree   • Lagoon
Burroughs:  • Laboratory   • Mousoleum   • Town of Digby   • Bazaar   • Toxic Spill
Furoma:  • Training Grounds   • Dojo   • Meditation Room   • Pinnacle Chamber
Bristle Woods:  • Catacombs   • Forbidden Grove   • Acolyte Realm
Tribal Isles:  • Cape Clawed   • Elub Shore   • Nerg Plains   • Derr Dunes
 • Jungle of Dread   • Dracano   • Balack's Cove
Varmint Valley:  • Claw Shot City   • Gnawnian Express Station   • Fort Rox
Queso Canyon:  • Queso River   • Prickly Plains   • Cantera Quarry   • Queso Geyser
Rodentia:  • S.S. Huntington IV   • Seasonal Garden   • Zugzwang's Tower   • Crystal Library
 • Slushy Shoreline   • Iceberg   • Sunken City
Sandtail Desert:  • Fiery Warpath   • Muridae Market   • Living Garden   • Twisted Garden
 • Lost City   • Cursed City   • Sand Dunes   • Sand Crypts
Hollow Heights:  • Fungal Cavern   • Labyrinth   • Zokor   • Moussu Picchu   • Floating Islands
Folklore Forest:  • Foreword Farm   • Prologue Pond   • Table of Contents   • Bountiful Beanstalk
 • School of Sorcery   • Draconic Depths
Rift Plane:  • Gnawnia Rift   • Burroughs Rift   • Whisker Woods Rift   • Furoma Rift
 • Bristle Woods Rift • Valour Rift
Events:  • Great Winter Hunt: Great Winter Taiga
 • Cinnamon Hill   • Golem Workshop   • Ice Fortress
 • Halloween: Gloomy Greenwood
 • MouseHunt Birthday: The SUPER|brie+ Factory
 • Ronza: Ronza's Traveling Shoppe
 • Historic uses: King's Party Zone   • Festive Comet
Others:  • King's Stockade   • Vacant Lot