Difference between revisions of "Labyrinth"

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== Description and Requirments ==
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The '''Labyrinth''' is a location in the [[Hollow Heights]] region requiring a minimum rank of [[Hunter's Title|Duke or Duchess]] to enter. It also requires the purchase of the [[Labyrinth Key]] from the [[Fungal Cavern Cartographer]].
 
  
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==Overview==
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The '''Labyrinth''' is located in the [[Hollow Heights]] region requiring a minimum rank of [[Hunter's Title|Duke or Duchess]] and the [[Labyrinth Key]] to enter.<br/>
 +
The [[Labyrinth Key]] can be purchased at the [[Fungal Cavern Cartographer]] in exchange for 30,000 gold and 1 [[Crystal Crucible]].<br/>
 +
Hunters must navigate the [[Labyrinth]] to enter [[Zokor]].  While in [[Zokor]] Hunters are unable to access the [[Labyrinth]].<br/>
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Leaving the [[Labyrinth]] (or [[Zokor]]) will '''not''' reset a Hunter's progress.<br/>
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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.
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===Entering the Labyrinth===
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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.
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===Clues===
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Only mice found in '''Hallways''' will provide clues to Hunters.
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*'''Fealty Clues''' are found only in '''Fealty Hallways'''
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*'''Scholar Clues''' are found only in '''Scholar Hallways'''
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*'''Tech Clues''' are found only in '''Tech Hallways'''
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*'''Farming Clues''' are found only in '''Farming Hallways'''
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*'''Treasury Clues''' are found in '''Treasury Hallways'''
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*'''Dead End Clues''' are found in '''all Hallways''' and are the result of a '''Failure To Catch''' a mouse.
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*A '''Failure to Attract''' a mouse will not affect the Hunter's progress in any way.
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On the '''HUD''', '''clues''' are represented as follows:
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*'''District clues''' are shown in green with dots showing the number of clues found
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*'''Dead End clues''' are shown in brown.
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*The plain grey squares represent progress where no clue was found for a hunt.
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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.
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===Intersections===
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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.
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===Hallways===
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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.
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*'''Hallway Type'''
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:*'''Fealty''' - Hunters are offered the choice of a '''Fealty Hallway''' when they first enter the [[Labyrinth]].  Mice in these '''Hallways''' drop '''Fealty''' clues.
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:*'''Scholar''' - Hunters are offered the choice of a '''Scholar Hallway''' when they first enter the [[Labyrinth]].  Mice in these '''Hallways''' drop '''Scholar''' clues.
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:*'''Tech''' - Hunters are offered the choice of a '''Tech Hallway''' when they first enter the [[Labyrinth]].  Mice in these '''Hallways''' drop '''Tech''' clues.
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:*'''Farming''' - Hunters will begin to encounter '''Farming Hallways''' after navigating their first '''Hallway'''. Mice in these '''Hallways''' drop '''Farming''' clues.
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:*'''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.
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*'''Hallway Length'''
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:*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.
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:*'''Short Hallways''' are 10 steps long.
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:*'''Medium Hallways''' are 15 steps long.
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:*'''Long Hallways''' are 25 steps long.
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*'''Hallway Quality'''
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:*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.
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:*'''Plain Hallways''' are the default quality and can be encountered when Hunters first enter the [[Labyrinth]].
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:*'''Superior Hallways''' will begin to appear after Hunters have accumulated 15 clues of a specific type.
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:*'''Epic Hallways''' will begin to appear after Hunters have accumulated 50 clues of a specific type.  There are no '''Epic Treasury''' or '''Farming Hallways'''.
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:*'''EXAMPLE:''' To encounter '''Superior Fealty Hallways''', Hunters must collect 15 '''Fealty''' clues. To encounter '''Epic Fealty Hallways''', Hunters must collect 50 '''Fealty''' clues.
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===Navigating the Labyrinth===
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Hunters must choose Hallways and collect clues in the [[Labyrinth]] to be able to enter [[Zokor]].
 +
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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]].
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There are a number of items that can help Hunters navigate the [[Labyrinth]].
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*[[Lantern Oil]]
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:*'''Effect:''' Catching a mouse that carries a '''clue''' will result in 1 additional '''clue''' being awarded.
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:*Hunters must purchase a [[Labyrinth Lantern]] to use [[Lantern Oil]].
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:*[[Lantern Oil]] is consumed on each hunt while the [[Labyrinth Lantern]] is active.
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:*When entering an '''Intersection''' [[Lantern Oil]] is automatically disarmed. It must be rearmed when entering a new '''Hallway'''.
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:*[[Lantern Oil]] can be looted from some mice or purchased in the [[Labyrinth General Store]].
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*[[Shuffler's Cube]]
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:*'''Effect:''' Will change the selection of '''Hallways''' at an '''Intersection'''.
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:*Using a [[Shuffler's Cube]] will always result in 3 doors appearing in the '''Intersection'''.
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:*[[Shuffler's Cube]]s cannot be used to change the selection of '''Hallways''' in the '''Intersection''' at the beginning of the [[Labyrinth]].
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:*[[Shuffler's Cube]]s can be purchased in the [[Labyrinth General Store]].
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*[[Compass Magnet]]
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:*'''Effect:''' Will remove 3 of each type of '''clue''' from a Hunter's '''Compass'''.
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:*The [[Compass Magnet]] is reduced to 20 [[Mineral]]s when used.
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:*[[Compass Magnet]]s can be purchased in the [[Labyrinth General Store]].
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*'''Retreat Button'''
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:*Found on the '''HUD''', the '''retreat button''' allows Hunters to abandon their current progress in the [[Labyrinth]].
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:*Using the '''retreat button''' returns the Hunter to the beginning of the [[Labyrinth]] and removes all clues found on the abandoned run.
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*The [[Labyrinth Base]] and [[Minotaur Base]]
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:*Using either base in the [[Labyrinth]] reduces the chance that a failure to catch a mouse will result in a '''Dead End clue'''.
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==The Heads-Up Display==
 
The Heads-up Display for the area shows the progress in the hallway the Hunter is currently in along with three doors that can be accessed once the intersection at the end of the hallway is reached. The hunter also has the option to light/extinguish their lantern along with the option to use a [[Shuffler's Cube]] while at an intersection. Along the bottom are the materials that can be obtained in the city at the end of the Labyrinth, [[Zokor]].
 
The Heads-up Display for the area shows the progress in the hallway the Hunter is currently in along with three doors that can be accessed once the intersection at the end of the hallway is reached. The hunter also has the option to light/extinguish their lantern along with the option to use a [[Shuffler's Cube]] while at an intersection. Along the bottom are the materials that can be obtained in the city at the end of the Labyrinth, [[Zokor]].
  

Revision as of 15:01, 21 September 2015

This page contains information about recently released content.
Content on this page may be incomplete or change rapidly as more information becomes available.
"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: 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.

  • Fealty Clues are found only in Fealty Hallways
  • Scholar Clues are found only in Scholar Hallways
  • Tech Clues are found only in Tech Hallways
  • Farming Clues are found only in Farming Hallways
  • Treasury Clues are found in Treasury Hallways
  • Dead End Clues are found in all Hallways and are the result of a Failure To Catch a mouse.
  • 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 brown.
  • The plain grey squares represent progress where no clue was found for a hunt.

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.

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.

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
  • 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.
  • Farming - Hunters will begin to encounter Farming Hallways after navigating their first Hallway. Mice in these Hallways drop Farming 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.
  • 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.

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.

  • 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 either base in the Labyrinth reduces the chance that a failure to catch a mouse will result in a Dead End clue.

The Heads-Up Display

The Heads-up Display for the area shows the progress in the hallway the Hunter is currently in along with three doors that can be accessed once the intersection at the end of the hallway is reached. The hunter also has the option to light/extinguish their lantern along with the option to use a Shuffler's Cube while at an intersection. Along the bottom are the materials that can be obtained in the city at the end of the Labyrinth, Zokor.

Labyrinth Mice

These mice, all Citizens of Zokor, are found in the Labyrinth, but inhabit intersections or specific hallways. The length of hallways is randomly generated, but the quality of hallways encountered is dependent on the number of clues Hunters have found for that hallway 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


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
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