Labyrinth
- "Labyrinth" redirects here. For other uses, see Labyrinth (disambiguation).
Labyrinth | |
---|---|
Region: Hollow Heights | |
Minimum Rank: | Duke/Duchess |
Travel Requirement: | Labyrinth Key |
Recommended Power Types: | Arcane Forgotten |
Recommended Cheese: | Glowing Gruyere |
Number of Mice: | 26 |
Shops: | Cartographer Charm Shoppe Cheese Shoppe General Store Trapsmith |
Lose Gold: | Yes |
Lose Points: | Yes |
Lose Cheese: | Yes |
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
The Labyrinth is located in the Hollow Heights region requiring a minimum rank of Duke or Duchess and the Labyrinth Key to enter.
The Labyrinth Key can be purchased at the Fungal Cavern Cartographer in exchange for 30,000 gold and 1 Crystal Crucible.
Hunters must navigate the Labyrinth to enter Zokor. While in Zokor Hunters are unable to access the Labyrinth.
Leaving the Labyrinth (or Zokor) will not reset a Hunter's progress.
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
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
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.
- 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:
- District clues are shown in green with dots showing the number of clues found
- Dead End clues are shown in red.
- Dead End clues that fall into the Labyrinth Base or Minotaur Base are shown in tan.
- The plain grey squares represent progress from a hunt where no clue was found.
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.
Journal Entries
Finding a clue:
- My Labyrinth Compass needle swayed slightly against the magnetic force of # [Hallway Type] Clue.
Finding a clue with Lantern Oil armed:
- My Labyrinth Compass needle swayed slightly against the magnetic force of # [Hallway Type] Clue.
- Additionally, my Labyrinth Lantern 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!
Unlocking Hallways and Districts
When first entering the Labyrinth, Hunters will be presented with 1 Short Fealty, 1 Short Scholar, and 1 Short Tech Hallway.
Plain Farming Hallways cannot be encountered until Hunters reach the first Intersection.
There are no Epic Farming or Epic Treasury Hallways.
In the Labyrinth, reaching a certain number of clues will allow higher quality Hallways to appear, but will not guarantee that Hunters encounter them.
Zokor Districts are guaranteed to be available once the proper number of clues are found.
Area |
Clues Found | ||||||
---|---|---|---|---|---|---|---|
0 Total Clues |
15 Total Clues |
15 District-Specific Clues |
30 Fealty Clues and 30 Scholar Clues and 30 Tech Clues |
60 District-Specific Clues |
80 District-Specific Clues |
100 District-Specific Clues | |
Labyrinth Hallways Unlocked |
Plain Farming Plain Fealty Plain Scholar Plain Tech |
Plain Treasury | Superior Farming Superior Fealty Superior Scholar Superior Tech Superior Treasury |
N/A | Epic Fealty Epic Scholar Epic Tech |
N/A | N/A |
Zokor Districts Unlocked |
Farming Garden | N/A | Outer Fealty Shrine Neophyte Scholar Study Tech Foundry Outskirts Treasure Room |
Lair of the Minotaur | Inner Fealty Temple Master Scholar Auditorium Overgrown Farmhouse Tech Research Centre Treasure Vault |
Dark Library (Scholar) Manaforge (Tech) Templar's Sanctum {Fealty) |
Mice drop Labyrinth Theme scraps |
Intersections
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.
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.
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 cotain 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 50 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 50 Fealty clues.
Entering a Hallway generates a Journal entry:
- I chose a [Length] [Quality] [Type] Hallway door.
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.
- 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.
- Lantern Oil can be looted from some mice or purchased in the Labyrinth General Store.
- Effect: Will change the selection of Hallways at an Intersection.
- Using a Shuffler's Cube will always result in 3 doors appearing in the Intersection.
- Shuffler's Cubes cannot be used to change the selection of Hallways in the Intersection at the beginning of the Labyrinth.
- Shuffler's Cubes 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.
- Effect: Will remove 3 of each type of clue from a Hunter's Compass.
- Example: Hunters with 3 types of clue will lose 3 of each type , resulting in 9 total clues removed.
- The Compass Magnet is reduced to 20 Minerals when used.
- Compass Magnets can be purchased in the Labyrinth General Store.
- Using a Compass Magnet generates a Journal entry:
- 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 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:
- [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 Types
- Fealty Districts
- The Outer Fealty Shrine is encountered when Hunters have collected 15 to 49 Fealty clues.
- The Inner Fealty Temple is encountered when Hunters have collected 50 to 79 Fealty clues.
- The Templar's Sanctum is encountered when Hunters have collected 80 or more Fealty clues.
- Scholar Districts
- The Neophyte Scholar Study is encountered when Hunters have collected 15 to 49 Scholar clues.
- The Master Scholar Auditorium is encountered when Hunters have collected 50 to 79 Scholar clues.
- The Dark Library is encountered when Hunters have collected 80 or more Scholar clues.
- Tech Districts
- 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
- 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
- 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
- To encounter the Lair of the Minotaur, Hunters must have a minimum of 30 each of Fealty, Scholar, and Tech clues.
- To enter the Lair of the Minotaur, Hunters must craft a Minotaur Key. This key is consumed upon entry.
The Heads-Up Display
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.
Upper Section
- This section of the HUD identifies the Hunter's current position in the Labyrinth. It also provides the following information and actions:
- 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 Cubes. 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
- The main body of the HUD shows the current Hallway, progress in that Hallway, an Intersection, and 3 Doorways.
- 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.
- Brown Tile - A section of the Hallway that has yet to be visited by the Hunter.
- Blue Tile with Footprints - The Hunter's current position. Mousing over this tile shows a tooltip that reads Current position.
- 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).
- 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!
- Grey Tile - These tiles represent a Hunt where no clue was found (including when a mouse was not caught but the Labyrinth or Minotaur Base absorbed the dead end clue).
- Intersection- This section of the HUD shows the current selection of Doorways.
- While in an active Hallway, this section shows three plain doors with no District markings.
- 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.
- 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 Fealtry 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.
Labyrinth Mice
These mice, all Citizens of Zokor, are found in the Labyrinth, but inhabit intersections or specific Hallways. Standard Cheeses will attract all mice in the Labyrinth, though Glowing Gruyere is preferred. The Shadow Stalker will avoid traps baited with Glowing Gruyere.
The length of Hallways found in the Labyrinth is randomly generated, but the quality of Hallways encountered is dependent on the number of clues Hunters have found for that Hallway type.
- Plain Hallways
- Plain Fealty, Scholar, and Tech Hallways are encountered upon entering the Labyrinth.
- Plain Farming Hallways can be encountered after completing the first Hallway in the Labyrinth.
- Plain Treasury Hallways can be encountered after accumulating 15 total clues, including Dead End clues.
- Superior Hallways
- Superior Farming, Fealty, Scholar, and Tech Hallways can be found after accumulating 15 clues of the relevant type.
- Superior Treasury Hallways can be encountered after accumulating 15 Treasury clues.
- Epic Hallways
- Epic Fealty, Scholar, and Tech Hallways can be found after accumulating 50 clues of the relevant type.
- There are no Epic Farming or Treasury Hallways.
All mice in the Labyrinth have a weakness to Forgotten weapons and most have a weakness to Arcane weapons.
Mouse |
Points |
Gold |
Hallway Type |
Clues |
Plain |
Superior |
Epic |
Loot |
---|---|---|---|---|---|---|---|---|
Hallway Quality | ||||||||
Ash Golem | 45,950 | 5,000 | Tech | 1 | X | X | X | |
Automated Stone Sentry | 60,000 | 10,000 | Tech | 2 | X | X | ||
Corridor Bruiser | 50,000 | 8,000 | All Halls and Intersections |
0 | X | X | X | Flawless Orb |
Dark Templar | 80,800 | 12,750 | Fealty | 3 | X | |||
Drudge | 32,500 | 4,988 | Fealty | 1 | X | X | X | |
Fungal Technomorph | 80,800 | 12,750 | Tech | 3 | X | |||
Hired Eidolon | 44,220 | 10,000 | Treasury | 1 | X | X | ||
Lost | 30,000 | 995 | All Halls and Intersections |
0 | X | X | X | Simple Orb |
Lost Legionnaire | 25,500 | 2,000 | All Halls and Intersections |
0 | X | X | X | Flawed Orb Simple Orb |
Masked Pikeman | 45,950 | 5,000 | Fealty | 1 | X | X | X | |
Mimic | 57,325 | 12,890 | Treasury | 1 | X | X | ||
Mind Tearer | 60,000 | 10,000 | Fealty | 2 | X | X | ||
Mush Monster | 44,620 | 5,645 | Farming | 1 | X | X | Cavern Fungus | |
Mushroom Harvester | 38,640 | 4,160 | Farming | 1 | X | X | Cavern Fungus | |
Mystic Guardian | 40,000 | 7,700 | Scholar | 2 | X | X | ||
Mystic Herald | 60,000 | 10,000 | Scholar | 2 | X | X | ||
Mystic Scholar | 80,800 | 12,750 | Scholar | 3 | X | |||
Nightshade Nanny | 56,800 | 7,200 | Farming | 2 | X | Cavern Fungus Nightshade | ||
Reanimated Carver | 90,000 | 9,000 | All Halls but NOT Intersections |
0 | X | X | X | Divine Orb Lantern Oil |
RR-8 | 32,500 | 4,988 | Tech | 1 | X | X | X | |
Sanguinarian | 45,950 | 5,000 | Scholar | 1 | X | X | X | |
Shadow Stalker Avoids Glowing Gruyere |
70,000 | 700 | All Halls and Intersections |
0 | X | X | X | |
Solemn Soldier | 40,000 | 7,700 | Fealty | 2 | X | X | ||
Summoning Scholar | 32,500 | 4,988 | Scholar | 1 | X | X | X | |
Tech Golem | 40,000 | 7,700 | Tech | 2 | X | X | ||
Treasure Brawler | 72,000 | 37,250 | Treasury | 2 | X |
Hunting Strategy
Hunters can choose between arming Forgotten or Arcane weapons in order to catch the mice in the Labyrinth.
Standard Cheese will attract all mice in this location, but Glowing Gruyere is preferred by all mice except the Shadow Stalker.
Hunters must collect clues while navigating Hallways to be able to enter the various Districts in Zokor.
Adventure Book
Hunters can complete steps to Track Down the Retired Minotaur by collecting clues to allow entry into the various Zokor Districts.
Tournaments
Labyrinth mice are worth points during some Tournaments.
Treasure Maps
Many mice in the Labyrinth are found on Labyrinth Treasure Maps.
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...
Location-Specific Effects
Bases
- The Labyrinth Base reduces the chance that a failure to catch a mouse will result in a Dead End clue..
- The Minotaur Base reduces the chance that a failure to catch a mouse will result in a Dead End clue.
Charms
- The Nightshade Farming Charm increases Nightshade loot from the Nightshade Nanny in Superior Farming Hallways.
Shops
These are the Shops that can be found in the Labyrinth:
Cartographer
Item |
Cost |
Refund |
Requirement |
---|---|---|---|
Labyrinth Scroll Case | 8 Ancient Relics | N/A | None |
Charm Shoppe
Item |
Cost Per Piece |
Refund Per Piece |
---|---|---|
Flawed Orb | 2 Scholar Scroll 2 Plate of Fealty 2 Tech Power Core |
N/A |
Charmbit | 25 | 20 |
Simple Orb | 3 Scholar Scroll 3 Plate of Fealty 3 Tech Power Core |
N/A |
Nightshade Farming Charm | 400 5 Cavern Fungus 2 Mineral |
60 |
Flawless Orb | 5 Scholar Scroll 5 Plate of Fealty 5 Tech Power Core |
N/A |
Super Power Charm | 900 | 270 |
Super Luck Charm | 1,250 | 375 |
Divine Orb | 15 Scholar Scroll 15 Plate of Fealty 15 Tech Power Core |
N/A |
Epic Orb | 125,000 | 125,000 |
Cheese Shoppe
Item |
Cost Per Piece |
Refund Per Piece |
---|---|---|
Swiss Cheese | 100 | 100 |
Brie Cheese | 200 | 200 |
Gouda Cheese | 600 | 600 |
General Store
Item |
Cost Per Piece |
Refund Per Piece |
---|---|---|
Labyrinth Lantern | 33,333 | N/A |
Lantern Oil | 680 1 Scholar Scroll 1 Plate of Fealty 1 Tech Power Core |
N/A |
Shuffler's Cube | 4,800 10 Scholar Scroll 10 Plate of Fealty 10 Tech Power Core |
N/A |
Compass Magnet | 12,000 10 Scholar Scroll 10 Plate of Fealty 10 Tech Power Core |
N/A |
Endless Labyrinth Blueprints | 6,980,000 | N/A |
Event Horizon Trap Blueprints | 2,300,000 | N/A |
Temporal Turbine Trap Blueprints | 2,500,000 | N/A |
Minotaur Base Blueprints | 7,900,000 | N/A |
Labyrinth Theme Scrap VI | 900 1 Scholar Scroll 1 Plate of Fealty 1 Tech Power Core |
N/A |
Curds and Whey | 12 | 3 |
Ionized Salt | 450 | 150 |
Living Shard | 1,200 | 1,200 |
Gold Leaf | 26,000 | 13,000 |
Umbral Capacitor | 500,000 | 500,000 |
Arcane Crystal | 2,500,000 | 2,500,000 |
Trapsmith
Item |
Cost |
Refund |
Requirement |
---|---|---|---|
Labyrinth Base | 599,000 25 Scholar Scrolls 25 Plate of Fealty 25 Tech Power Cores |
107,000 | 220,000,000 points to equip |
History and Trivia
- 9 September 2015: The Labyrinth was released with the introduction of the Hollow Heights region.
Links