Labyrinth

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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.
It requires the rank of Duke/Duchess and the Labyrinth Key to access.

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 clue with Lantern Oil and 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 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

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
50
District-Specific 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 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
N/A 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 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.

  • 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!
My Labyrinth Lantern ran out of fuel and went dim! I can no longer find extra clues.
The intersection is brightly lit and the mice here do not have clues, so I turned off my Labyrinth Lantern.
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.
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!
  • 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 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

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.

These mice, all Citizens of Zokor, are found in the Labyrinth, but inhabit intersections or specific Hallways. Standard Cheese 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 60 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 all except Shadow Stalker have a weakness to Arcane weapons.

Mouse
Points
Gold
Hallway
Type
Clues
Plain
Superior
Epic
Loot
Hallway Tier
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 1 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
  1. Avoids Glowing Gruyere or Glowing Gourd Charm

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