Labyrinth ( Dissidia 012 ) The Labyrinth is a gameplay mode in " Dissidia 012 Final Fantasy " . It is unlocked by completing the Main Scenario 012 in Story Mode . The Labyrinth is a modified version of the Duel Colosseum from the previous game , as it reuses the system of cards and medals . However , unlike the Colosseum the items the player can win in the Labyrinth are limited , and the emphasis is more on the challenge of progressing through the Labyrinth and exploring its various floors . A handful of rare equipment pieces can only be found here . Floors . The Labyrinth is split in many floors , grouped in various Cloisters . These cloisters have a name usually implying what kind of cards can be found inside . Once Labyrinth mode is chosen , the player has to choose a character with whom to start the run in the Labyrinth . The player is then shown a map of the area in the Labyrinth that was already uncovered ; on the map , a few starting points are marked by green flags . The player can select any unlocked starting points and begin their run through the Labyrinth . The map can be brought up again at any moment outside of battle by pressing Select . Any corridor with a placed tent will be marked by an orange triangle , while a cottage is represented by a purple diamond . Labyrinth Screen . While in a Floor , the screen displays these data : Equipment . The player initially enters the Labyrinth with no equipment , accessories or summons . However , enemies inside the Labyrinth will drop equipment for them to use , and equipment can be found in Treasure Cards . The player also has access to the shop , where the cost of items are drastically reduced . In particular , many items that require trade accessories and Battlegen items require them in smaller quantities . The player is free to sell and purchase new equipment at the shop as during normal gameplay . All equipment pieces have a Level requirement of 1 within the Labyrinth . Summonstones can also be found in Treasure Cards . Some equipment pieces may be taken out of the Labyrinth , and these items are marked with a icon . If the player exits the Labyrinth with a Geomancer card active , or finds an Exit Card , they may use these equipment pieces in other game modes , and when they enter the Labyrinth next will be able to equip them to their character before entering , at which point they retain these items during the rest of their run . However , to trade for them in the shop requires rare trade accessories found only in the deepest floors of the Labyrinth , and while they may appear in Treasure Cards , this too usually occurs only in the deeper areas , and they are expensive to claim . Cards . Cards are chosen from the hand and have various effects . Cards are divided into Enemy Cards , Treasure Cards , Job Cards , Party Cards , Gate cards and Goals . When the player chooses to fight an Enemy Card , they battle that enemy in the shown arena . If the player is victorious , they win an amount of medals , the other cards in the hand are discarded , and new cards cycle into the hand . The player may choose to spend medals on Treasure Cards in - between fights , or to select any Job Cards in the hand . When the player loses a battle , their Card Luck decreases and the current party member is KO ' ed until revived through the Bard Job Card . If all party members are KO ' ed , the game is over . Enemy Cards . Selecting an Enemy Card will pit the player against the shown enemy . The amount of medals won increases according to the strength of the Enemy Card . There are three subsets of Enemy Card : Boss Cards , Secret Cards , and Party Battle Cards . The level of all Enemy cards is always based on the player ' s : a card actually only has a modifier ( ranging apparently from - 20 and + 30 ) applied to the player ' s own level . If a player switches for a character that has a low level and the modifier is a negative above the level , the enemy will be level one and the award in medals will usually raise . In the case of party battles , the level also change accordingly to which character fights which enemy . Each card has a difficulty level similar to Quick Battle , ranging from " Minimum " to " Maximum " strength . It ' s important to check both level and difficulty before challenging an enemy card . Secret Cards . Secret Cards are enemy cards with usually higher strength , and do not award a predetermined number of medals - defeating them will double the player ' s medals . Boss Cards . Boss cards are gold in color , with a " Nemesis " strength and reward many medals . However , Boss Cards are not discarded from the hand when another card is played and will remain in the hand until fought . In general , Boss cards only show up on floors that require the player to defeat one to unlock a door . Some cloisters use these cards as their gimmick . Party Battle . Party battle cards are indicated by a symbol of two crossed swords . They are formed of a party of enemies that the player must defeat . If the player has a party as large or larger than the enemies ' , they can choose to fight using Round - Robin or Tournament rules ; otherwise , they will be forced to use Tournament rules . Party battle cards are not discarded , just like Boss battles cards . Be advised that if the character fighting them in tournament mode is defeated , the opponent ' s level " will not " be adjusted for the next party members in line . Thus it can be very dangerous to lead with your highest - level characters in a tournament match . Party Cards will sometimes have unfilled spaces when first drawn . Using other cards while the party card is in your hand will make it increase in difficulty , filling the slots and raising the level adjustment of the entire card until reaching a built - in maximum . This makes them substantially more dangerous , but the amount of medals earned increases as well . Treasure Cards . Treasure cards offer players items or equipment at the cost of some of their medals . The items offered vary on which cloister the player is currently in . When the player enters the Labyrinth , he cannot use his own equipment , thus treasures give them an opportunity at gaining equipment for their characters . Most items found in treasures are not kept ; trade accessories can be used in the shop , however , and since the player only gains 1 gil per battle no matter what , items gained multiple times should be sold to claim better items in the shop . Job Cards . Job Cards give special effects that affect what cards appear in the hand . Some are one - time uses , others remain in effect until discarded . Job Cards automatically cycle out of play when the player already has three in play - the Job Card on the left will be removed to make way for the next card . A subset of Job Cards are the Status Cards , which negatively affect the player as long as they remain in play . Like normal Job Cards they can also be cycled out of play to negate their effects . Some Job Cards have their effects stack , while others do not . Party Cards . Party Cards are marked by a distinct light blue color . Party cards show a character : if the card is played , the character can be either added to the party ( if it is not full yet ) or be added as an available Assist character ; note , however , that they must still be selected in the customization menu to be used in battle . If the party is full , the character is automatically added as an Assist . In general , there ' s at least one Party card offered for each cloister , however the Mystic Knight card will make them show up more frequently . Doors . Doors , if picked , lead the player to another Floor in the Labyrinth . The player sees which floor the door leads to . Some doors are locked ; usually , the condition for unlocking it is also shown in the card description . On the left to the card description , keys are displayed ; the number of keys shows how many times the player has to fulfill the condition to effectively unlock the door . Golden doors may also appear , generally leading to special corridors ; their condition to open is sometimes hidden from the player . Selecting the Dancer job card will unlock any door cards in hand , excluding golden doors . Goals . At the end of each cloister is a Goal card , marked with a chequered flag on the map . This card allows the player to exit the Labyrinth , and enables any special equipment marked with a cave icon to be used in other game modes without requiring a Geomancer card . Upon selecting the Goal card , the results are tallied and remaining medals are converted into PP . The player is given the option of storing accumulated items in a Cottage , which can be retrieved on a later session when they re - enter this room . The associated corridor will also be marked with a check mark on the map . Since only one cottage can be placed at a time , it is best for the player to retrieve their items before building another cottage at a goal line . Exit . At the far left of the hand is the Exit card . By selecting this card , the player can pitch a tent and store all items in the corridor . This ends the session with the results are tallied and remaining medals are converted into PP . However , any equipment marked with a cave icon will not be usable in other modes unless a Geomancer card is active . As with a cottage , only one tent can be pitched at a time , but the player can pitch both a cottage and a tent . During their next journey through the Labyrinth , if the player enters the room they pitched their tent in they can claim it and receive back all the equipment and summons they had last time . However , party members and Assists are not retained . Labyrinth Map . Galleria of Repose ( RE1 - 3 ) . These detours are accessed via golden doors , and provide a break by supplying job cards , party cards , and treasure cards containing summonstones . Special battle cards at Minimum strength are also available , but more rarely . Cloister of Agony ( AGO ) . In this cloister , HP recovery after battle is disabled , so characters will need to rely on White Mage cards , EX Mode regen , or equip the EXP - > HP ability to recover HP lost . Some floors require the player to avoid getting hit by HP attacks altogether to unlock doors . This cloister notably splits into branching paths twice , which converge after a few floors . The former split allows the choice between Basic or Breakable Accessories , while the latter offers a choice between Booster or Special Accessories . No treasure is available during the non - split floors . At the goal are chests containing Qu ' Bia accessories , the most powerful Breakable Accessories exclusive to Labyrinth mode . The music in this cloister is " " Forested Temple - arrange - " from Final Fantasy VII " . Door Conditions Cloister of Duels ( DU1 - 4 ) . For the risk of a lot of opponents of elevated strength ( average and higher ) , the several Cloisters of Duels offer the opportunity to obtain summons through treasure cards . Door Conditions Cloister of Jobs ( JOB ) . As the name implies , this cloister contains many job cards . Caution is advised in the floors 25 - 27 which are filled with negative status cards . It is also very long , and at several points may branch into other cloisters . The music in this cloister is " " A Place to Call Home - arrange - " from Final Fantasy IX " . At the goal are chests containing non - set cave equipment . Door Conditions Cloister of Rivals ( RV1 - 3 ) . These cloisters are very simple : it contains a series of three Boss card fights against Warriors of Chaos , and defeating each is needed to open the locked door to the next floor . There ' s also an open door exiting to another cloister . There are three Cloisters of Rivals , with a different selection of opponents to face . The goal floor of RV2 contains non - set cave equipment . The goal floor of RV3 offers equipment pieces of the " King of Tragedy " , " Succubus ' s Soul " and " Ancient Weapon " set to take out of the labyrinth . Door Conditions Cloister of Greed ( GRE ) . This cloister provides a large quantity of medals , and most floors require winning a certain amount of medals per battle . Since nearly every floor has at least one Special card , it is very easy to reach the maximum of 999 medals progressing through this cloister . On some floors , there are nothing but accessories to be obtained . The music in this cloister is " " Dungeon - arrange - " from Final Fantasy V " . Door Conditions Pinhole Galleria ( PIN ) . As implied by " Pinhole " , the hand is usually ( but not always ) smaller than usual in this cloister . Some floors have only one card in the hand , which prevents any card after a door card from being selectable . The treasure cards ( 34 , mostly hold materials for forging weapons in the shop , at the goal are several containing Rages of Conflict , used to create more powerful Labyrinth gear ; and a door leading to the Cloister of Mirages . Door Conditions Galleria of Speed ( SPE ) . This cloister consists of only one corridor , allowing a rapid conclusion to the player ' s exploration of the Labyrinth . Cloister of Mirages ( MIR ) . The rooms in this cloister usually contain multiple door cards , but only the last encountered door in each room will allow the player to advance ; the other doors force the player to repeat the room . The goal chamber of this cloister contains Sorrows of conflict , which are used as components in conjunction with battlegen components to create fairly powerful labyrinth gear , and a door leading to the third Cloister of Duels . Door Conditions Cloister of Hidden Keys ( HDK ) . Like the name indicates the Cloister of Hidden Keys consists mostly of floors with conditioned doors ( in some cases even the objective isn ' t visible , so the player must try to find it out while fighting ) . The opponents are mostly of " high " difficulty and higher , later on many boss and party battles are mixed in too . In the beginning advanced equipment and materials can be found in treasure chests , but the more chambers the player clears the higher the value rises ; until the best equipment and materials becomes available , ending with the Genji Equipment in the latest chambers . The material Delight of Conflict awaits at the end of this long Cloister . The music in this cloister is " Find Your Way - arrange - " from Final Fantasy VIII . Door Conditions Cloister of Adventure ( ADV ) . Though having no direct starting point , the Cloister of Adventures is accessible through the Cloister of Rivals 2 ( 51F ) . The opponent difficulty knows a wide range ( also Boss Battles ) but the majority consists of " high " and higher . A welcomed compensation for the hard trials are several floors solely filled with advanced equipment , in the later ( mixed ) floors even Lufenian Equipment . Cloister of Inquiry ( INQ ) . This Cloister shares similarities with the Cloister of Adventures as it doesn ' t possess a fixed starting point , features the same opponent strength variety ( though it ' s a little harder due to being deeper within the labyrinth ) and bears no door conditions . It can be accessed through several floors but can ' t be left again until the exit . The treasure chests feature the whole set of 100 % breakable Qu ' Bia accessories ( Booster & Special ) . Cloister of Demise ( DEM ) . As suggested by the name , the Cloister of Demise contains many powerful enemies . This is also one of the few places to get the " Succubus ' s Soul " , the " Ancient Weapons " and " King of Tragedy " equipment sets . Once you reach the 98th floor , you will have to fight Feral Chaos , with the CPU Strength set as " Lawless " , opening the door to Cloister of Heroes on the 99th floor . Door Conditions Cloister of Heroes ( HER ) . This very last Cloister also represents the deepest floor of the Labyrinth ( 99th ) . It is only accessible by the most difficult Cloister of Demise , with the condition that the player beats " Lawless " Feral Chaos at the end . The Death Blade , the last piece of the " Final Strike " set available in the Cloister of Beginnings , is the only card for taking before leaving through this last exit .