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Labyrinth & Zokor Guide

Conquering the 100-clue maze: clue management, hallway strategy, and trap/base progression.

A guide to the Labyrinth and Zokor (shortened to Labykor) — a major portion of the Duke's adventure for the non-Rift portions. Adapted from Aard's original guide.

If the price of Glowing Gruyere Cheese in the marketplace ever rises to the same as SuperBrie+ or higher, go back to the old guides on farming Nightshade to craft Glowing Gruyere Cheese before attempting the steps here.

Traps & Bases overview

Recommended acquisition order:

  • Labyrinth Base (Laby Base)
  • Endless Labyrinth Trap (ELT)
  • Infinite Labyrinth Trap (ILT)
  • Event Horizon Trap (EHT)
  • Temporal Turbine (not really needed)
  • Minotaur Base (not really needed)

Extra setup (from past Relic Hunter seasons):

  • Compass Magnet Base (CMB)
  • Thief Base

Charm usage in Labykor

  • Generic catch-rate charms such as Ancients and Chromes
  • Lantern Oil / Super Lantern Oil charms (LOC/SLOC) for mice to drop 1 and 2 additional clues respectively
  • Compass Magnet Charms to prevent Dead End Clues (DEC) and possibly remove them

Cheese

  • Glowing Gruyere Cheese (GGC) — daily cheese or from the marketplace
  • Any other cheese if you love FTC and red boxes from Shadow Stalkers

Labyrinth-specific tools

  • Compass Magnet — removes 3 clues of every type at the point of use, including dead-end clues (clues will not go below 0). E.g. with 5 Fealty, 3 Tech, and 1 DEC, one Compass Magnet removes 3 Fealty, 3 Tech, and 1 DEC.
  • Shuffler's Cube — used at intersections to make 3 new hallways appear. You cannot shuffle the hallways at the start of a run; the starting 3 are always 1 Fealty, 1 Tech, and 1 Scholar.
  • Lantern Oil — mice drop an additional clue. Consumed on FTA and FTC; automatically turns off once a hallway ends (like Wild Tonic and Queso Eruptions).

Baseline setup into Labykor

  • Scarlet Ember Root Trap (SERT), Overgrown Ember Stone Base (OESB).
  • Coming from Fungal Cavern, you may have seen the Crystal Crucible Trap (CCT). Skip it — Fungal Cavern material farming is a huge chore. Clue and hallway micro-management in Labykor matters more than a pre-area trap upgrade.
  • Following the recommended Duke route, you should enter the Queso Region after Fort Rox and aim for the OESB (best non-LE base by luck at Count) and SERT (next-best Forgotten trap).

Conquering the 100-clue maze

Things to keep in mind:

  • 5 total districts; 3 main districts (Fealty, Tech, Scholar).
  • 2 tiers for Farming/Treasury (Plain, Superior); 3 tiers for Fealty/Tech/Scholar (Plain, Superior, Epic).
  • Short hallway = 10 hunts, Medium = 15 hunts, Long = 25 hunts.
  • Laby gives Plain hallways until you have 15 specific district clues (then Superior is added to the pool).
  • Laby gives Plain and Superior hallways until you have 60 specific district clues (then Epic is added to the pool).
  • You can go past 100 clues while inside a hallway. The run ends once you exit a hallway with ≥100 clues, after which the Zokor doors become available.

Entering the maze

Every time you restart at the Labyrinth Entrance, you're greeted by three hallways: Short Plain Fealty, Short Plain Scholar, and Short Plain Tech. Your first goal is to gather 100 of each material for the Laby Base. The Treasury room in Zokor drops all materials at once (2–5 each per catch), making it the preferred route over suffering DEC in the initial runs.

Your 1st (and maybe 2nd) run

Following the recommended route, your first run is a Treasury run. The key is to stay at 49 or fewer Treasury clues — at 50+, the Treasure Vault unlocks and Molten Midas joins the pool (very high minimum luck, and it doesn't drop district loot). Keep at 49 Treasury clues or below.

Future runs

After getting the Labyrinth Base, aim for the ELT. You can now use the Laby Base in hallways for a chance to prevent DEC on an FTC. Your main goals are to clear a Fealty, Tech, and Scholar run once each for the Moussu Picchu map piece, and to gather materials for ELT, ILT, and EHT.

  1. Enter your chosen district hallway with GGC and pray for clue-dropping mice.
  2. Enter same-type hallways until you hit 15 district-specific clues (don't Lantern Oil unless you're feeling lucky).
  3. Hope for a Superior hallway after exiting with 15+ clues. If no same-type hallways appear, buy a Shuffler's Cube (King Credits or materials); otherwise pick the shortest hallway (any type).
  4. Keep choosing the same hallway type until you collect 80. Lantern Oil on in Superior/Epic hallways (only if you can spare it).
  5. Repeat while making sure you don't exit the Labyrinth with fewer than 80 district clues. Once you exit a hallway with 100+ clues, you face the Zokor doors.
  6. If you're sure it's your last hallway, switch your Laby Base to your best base and go all the way for the clues.

Done with all 3 districts? You can now purchase your ELT and craft the Moussu Picchu map piece. The Minotaur is worth clearing only for the adventure, and it's easier with a better Forgotten setup than SERT.

Secondary goals

Purchase the Infinite Labyrinth Trap (ILT) — you'll still suffer in Floating Islands, but future Labykor runs will be much better.

Purchase the Event Horizon Trap (EHT) — so you won't suffer in Floating Islands (for Arcane Islands) until the first Arcane Trap. With a Droid Archmagus Trap, the FI adventure is doable, but try to avoid Arcane Islands until the first Arcane Trap.

Tertiary goals (far future)

  • Temporal Turbine (TT) — feeling rich? Get it for a boost to your Shadow-type traps after getting 2 Temporal Shadow Plates from the marketplace. The Chrome upgrade is recently outclassed by the new Shadow Trap in Folklore Forest, but an upgrade is still an upgrade. Temporal Shadow Plates drop from the Retired Minotaur (very rare).
  • Minotaur Base — Really Really Shiny Precious Gold (from the Minotaur) is cheap on the marketplace, but the base itself isn't. The district materials and cost don't justify it — you'll get the Archduke bases (AERB / Prestige Base) in due time, which outclass it greatly. Spend that gold elsewhere.

Tips

  • Equip your strongest base when you think you're in your final hallway. Dead End Clues don't matter anymore, so maximize catch rate.
  • If you're at 99 total clues with a few steps left and need one more intersection/hallway to reach 80 district clues, equip a non-Forgotten trap and arm Compass Magnet Charms. It can be costly, but may get you over the edge.
  • Get 15 clues ASAP so you have a higher chance at intersections of unlocking a door of your district/Treasury. Use GGC and, if needed, Lantern Oil in the second hallway to reach 15 (the first Plain hallway is always painful).
  • No need for cubes unless your last hallway is coming soon — take other district-type hallways and use Compass Magnets to delete the extra clues.

FAQ

The run isn't going well — should I retreat? Never retreat, never surrender! Especially mid-run or near the end. One or two good hallways, or good use of cubes and magnets, can really save a run.

I have Forgotten Charms — can I skip Labykor and get the next-best Forgotten Trap (Chrome Forgotten Trap pathline)? Sure, with enough Forgotten Charms plus a strong Hydro (QFT or SoS) or Physical (Queso Physical or Chrome Monstrobot) trap. Head into Laby, start a Fealty/Tech/Scholar run, micro-manage to 80 clues, and in Zokor you can retreat after catching the district boss to save Forgotten Charms for the next district.