Labyrinth

Labyrinth is a new special event released November 13, 2020, as a post-Halloween event, and lasting 19 days. In the event, you investigate the mysterious labyrinth holding secrets guarded by Keeper, and encounter strange new enemies and new research items.

An update was released November 20, which added a new Heroic mode, as well as some various rebalancing (change in the costs and troops in many rooms, as well as lowering the energy timer to 10 minutes). It is described in this official post. The event was further updated November 27 with some rebalancing and the release of Gauss research.

In 2021, the Labyrinth appeared again, starting December 1 and lasting through December 21. The event is the same as it was at the end of the 2020 event, although the glitch preventing the Priests of the Labyrinth from attacking is now fixed. The event reappeared in 2022 from November 23 through December 15, with no change from the 2021 version.

## Campaign

The main part of the Labyrinth is the campaign. The campaign works a little differently from normal campaigns. When you begin the campaign, a 24-hour clock starts. The map resets after the clock expires regardless of whether you've completed it or not. Completing the final mission does not reset the Labyrinth, so you can continue to explore side rooms until the timer expires. In addition to the regular fuel costs, running missions in the labyrinth also costs energy (shown in the bottom-right of the screen), which is measured in "powerslots" . The initial missions cost 1  each, but as you get deeper and deeper in the labyrinth, the energy costs also increase. Energy regenerates at the rate of 1 every 10 minutes, or you can pay 3 gold to recover 1 energy.

Most missions are normal missions. In some missions, however, you can also control both your hero and your individual troops. In addition, there are six generator rooms hidden in side branches of the labyrinth. In these missions, you have to destroy five generators (like a sabotage mission) to complete the mission. These yield Gauss research points , which can be used in a new Gauss research branch.

Some rooms of the Labyrinth feature environmental hazards, such as the green discharges shown here, or red heat areas. These will damage units that pass over them. These generally seem to be in the rooms where you have free control over your units, so you can move them to avoid these hazards, if you're paying attention.

Completing a room yields one or more Chests with Power Cubes. The earlier rooms only reward level I chests, but higher level rooms can give higher level chests, and also possibly more than one at a time.

The Labyrinth is tricky to get around, as you might guess from the name. The maps below will hopefully help you get around. The map on the left shows the room numbers of each room, corresponding to the details in the table below. The most direct path to the boss is shown in black, the side paths to the six generator rooms are in green, and side paths that don't lead anywhere are in red. The map on the right shows the energy cost of each room (in the subscript), with the white Roman numerals indicating the path to the boss, and the black rooms indicating side branches, with the generator rooms showing the number of Gauss research points in the room. The generator rooms also have a second subscript showing the total energy cost of the side branch for that room.

The table below lists some mission details. Please note the following:

* The November 27 update changed most of the room numbers, and fixed most duplicated room names, but there are still two "Room 1"s in the map (the entrance and the one on the way to generator room 1). There are also three rooms which don't have names at all and are just identified by their localization string.
* The "Type" column indicates special properties of this mission. In a "Free move" mission, you can freely control your troops. In a "Sabotage" mission, you have to destroy the five power generators in the room to win.
* In the rewards, you always have a 100% chance of getting the lowest level chest available in the room; probabilities for higher level chests are listed. Note that all chest draws are independent events and it's possible to win all of them if you are lucky. The only exception is Room 40 (the boss room), where you can only get a maximum of 2 lion cubes in addition to the chest.

The rooms are ordered as follows: first, the rooms on the path with the direct route to the boss; then, the side paths to each of the six generator rooms; then, side paths that don't lead anywhere. Some generator path and side path rooms share names with rooms on the main path.

## Maps

Many of the rooms in the Labyrinth have the same layout. They are catalogued in the table above.

Entrance (Room 1 (main branch))Electric (Room 7 and Room 28)Capsules (Room 12 and Room 10)Crystal Corridor (Room 13 and Room 38)Big S (Room 2, Room 34, and Room 11)Cubes (Room 8, storage:13110:title, and Room 22)Monolith Circle (Room 4 and Room 15)Monolith Corridor (Room 18, storage:13111:title, and Room 32)Electric Tanks (Room 21 and Room 37)Green Corridor (Room 25 and Room 31)Big Symbol (Room 24 and Room 17)Fire S (Room 33 and Room 26)Boss (Royal Hall)Monolith L (Room 1 (side branch), Room 16, and storage:13107:title)Generators 1 (Generator room 1 and Generator room 4)Generators 2 (Generator room 2 and Generator room 5)Generators 3 (Generator room 3 and Generator room 6)Poison Crystals (Room 19 and Room 30)Fire Field (Room 3 and Room 35)
## Enemy units

The Labyrinth is home to many new and dangerous foes. The units you may encounter in the Labyrinth are:

* **Sentinel of the Ancients**: These are the mechanical infantry units guarding the Labyrinth. They are relatively standard infantry units, although the fact that they appear in groups of six gives them a slight boost in firepower and durability.
* **Reaper of the Ancients**: These mechanical stormtroopers appear in large quantities throughout the Labyrinth. They attack at melee range with sickles. Like most melee units, they are not so much dangerous in themselves, but their durability and speed allows them to act as a screen for more dangerous units behind.
* **Destroyer of the Ancients**: These are the heavy infantry units of the mechanical defenders of the Labyrinth. They have decent range for a heavy infantry unit, and are capable of putting out a decent rate of fire and good damage; if you don't destroy them quickly, they can take out a lot of your army.
* **Hunter of the Ancients**: These mechanical snipers are the long-range fighters of the Labyrinth units. They have significantly higher rate of fire than a typical sniper unit, which makes them significantly more dangerous; they are easy to pick off if alone, but when screened by other units they can do a lot of damage.
* **Mechanical killer pumpkins**: These unusual units add some Halloween spirit to the Labyrinth. These speedy units will very quickly run up to your units (or past, if you're not careful). When killed, they explode in a puff of green gas which can also damage nearby units.
* **Priest of the Labyrinth**: These units attack at long range with a powerful occult attack; like their counterparts in other events, they are extremely dangerous and should be taken out as quickly as possible. Fortunately, they are relatively fragile.
* **Priests of the Labyrinth**: Not to be confused with the singular Priest, these units come in pairs. In the 2020 release, their attack did not work properly and did not do any damage, but this was fixed for the 2021 release so they attack normally, making them even more dangerous than a single Priest.
* **Disintegrator of the Ancients**: This powerful tank appears in only a few rooms in the Labyrinth, but it is capable of both doing and taking significant damage. Fortunately, its slow speed means that you'll usually be able to take care of it before it becomes too much of a threat.
* **Guardian of the Ancients**: This unit looks very much like a Guardian walking machine, and behaves similarly, capable of doing area damage with its high-powered cannons. Like the Disintegrator, its slow speed somewhat limits its usefulness.

In addition to the regular units, there are some hero units which accompany the enemy units in some rooms in the Labyrinth.

* **Twilight scout**: This enemy hero is basically a tougher version of the Destroyer of the Ancients, so if you can take care of him at long range he's not too dangerous, but he can do a lot of damage if he does get within range.
* **Labyrinth Mutant**: This abomination can move surprisingly quickly for a hero unit, and attacks at melee range. He also has a fear effect on your units, which can leave your more fragile troops exposed.
* **High Priest of the Labyrinth**: This hero has an extremely powerful purple occult attack, and he is also capable of summoning additional Priests (the pair version), allowing him to do extremely high damage to your troops.
* **Plague Knight**: This is an enemy version of Mortis Thorn with the Plague Knight skin at a very high level. It's not clear how the Labyrinth has turned him against your forces.
* **Hammer of Awakening**: This is an enemy version of Trax with a new skin. Like Mortis, the story of what happened to him in the Labyrinth is not known, but like regular Trax, he is a dangerous foe, with the ability to take a lot of damage and strongly debuff your troops.
* **King Morgus**: The final boss of the Labyrinth, Morgus will be a challenge to even top-level teams. He attacks with a green discharge effect similar to Keeper's attack, and has two additional powers: he can summon additional Priests of the Labyrinth, and he also has the ability to cast a Betrayal affect on your own troops that get too close, making him very difficult to defeat.

## Heroic mode

The Heroic mode works similarly to other campaign heroic modes, in that you can only have a team of heroes and supports for each mission. The heroic mode costs 1000 gold to unlock, which is a one-time cost that unlocks it for the whole event. Once you start a heroic run, you have 4 hours to complete it, but you do not need the powerslots to run missions. **WARNING**: If your timer for regular mode expires, this will also end your heroic run, so take this into account! Note that if you haven't started regular mode, starting heroic mode will also start the regular mode timer.

You have 3 attempts, and can rebuy lost attempts for 150 gold each. If you successfully complete Heroic mode, you receive a bonus of 1 level III lion cube per remaining attempt. Unlike regular mode, once you complete the boss level, the mode closes, so make sure to do any further exploring before beating the boss. If you successfully complete the mode, run out of time, or give up after exhausting your attempts, you have to wait through a 1 hour cooldown before attempting Heroic mode again.

The table below lists the mission details. Be aware of the following issues:

* The room names are mostly the same as the normal campaign, although there are a few differences. The overall layout is the same. The map is shown at right.
* There are, however, a few glitches in the room layout. There are two Room 4s, one in the expected place and one in place of Room 15; however, these two rooms behave differently and so the difference is only in the name. However, there are two Room 17s (the second in place of Room 22), and these appear to actually be two copies of the same room. This causes some issues: Room 14 does not unlock either Room 17 (or indeed any room), but rather Room 27 unlocks both Room 17s. Similarly, the right Room 17 (the one that should be Room 22) does not unlock Generator 5, but rather the left Room 17 unlocks both Room 16 and Generator 5.
* Like a normal heroic mission, you can always freely control your heroes. However, in missions that are "free move", you can also individually control summoned troops and bodyguards.

The table below is formatted similarly to the regular mode table above. Your team in Heroic mode is always 5 heroes and 4 supports. Note that in the boss room, you can only receive the chest IV and lion cube III even though there are other rewards listed, because only two rewards total can be gained.

## Monument of Ancients

The second part of the event is the Monument of Ancients, which appears in your base in front of your Command Center. The Monument of Ancients works similarly to the Christmas tree in the Blood on the Snow event, or Doomerville's safe in the Intruder event. The Monument contains a number of slots into which you can place the cubes that you get from the chests in the event. There is a total of 7 Wolf symbol slots, 4 Gorilla symbol slots, 4 Owl symbol slots, and 1 Lion symbol slot on the Monument.

The Wolf cubes come in a total of 7 types (small, blue, red, white, yellow, purple, and orange), and the Gorilla and Owl cubes come in 4 types (small, blue, red, and white). The color does not have any effect on how the cube is used.

A Chest with Power Cubes contains the following possibilities. All cubes are always of random color, and in the case where there are two possibilities for level, it is always a 50/50 chance for the two levels.

* Chest with Power Cubes I: 3 level I cubes, consisting of 1 Wolf cube, 1 Owl cube, and 1 Gorilla cube
* Chest with Power Cubes II: 1 level II Wolf cube, 1 level I or level II Owl cube, and 1 level I or level II Gorilla cube
* Chest with Power Cubes III: 1 level II or level III Wolf cube, 1 level II or level III Owl cube, and 1 level III Gorilla cube
* Chest with Power Cubes IV: 1 level III or level IV Wolf cube, 1 level III or level IV Owl cube, and 1 level IV Gorilla cube

Placing cubes in the slots increases the level of the monument. Each cube has a certain point value, depending on the type and level of the cube, as follows:

You can convert five of one level cube into one cube of the next level up. The cubes don't have to be the same color or symbol, with the exception of Lion cubes, which can only be exchanged at the rate of 5 Lion cubes for 1 higher-level Lion cube.

There are three types of rewards: daily rewards, which can be claimed each day during the event if you have reached a high enough level; free rewards, which can be claimed only once; and premium rewards, which require buying premium access for 199 Kreds. The premium rewards include new troop and hero skins, and are also once only.

The rewards are as follows:

## Detailed mission information

 **Strategic points** | 2x Machine gun, 1x Mortar

 **Strategic points** | None

 **Strategic points** | 2x Machine gun, 1x Victorious courage

 **Strategic points** | 1x Field healing, 2x Victorious courage

 **Strategic points** | 2x Victorious courage

 **Strategic points** | 1x Field healing, 2x Victorious courage

 **Strategic points** | 1x Field healing, 1x Victorious courage

 **Strategic points** | 1x Field healing, 2x Victorious courage

 **Strategic points** | 1x Machine gun, 1x Mortar, 2x Victorious courage

 **Strategic points** | None

 **Strategic points** | 1x Machine gun, 1x Mortar

 **Strategic points** | 2x Machine gun, 2x Mortar

 **Strategic points** | 1x Machine gun, 1x Mortar, 2x Victorious courage

 **Strategic points** | None

 **Strategic points** | 1x Field healing, 2x Victorious courage

 **Strategic points** | None

 **Strategic points** | 1x Machine gun, 1x Mortar, 2x Victorious courage

 **Strategic points** | 4x Machine gun, 4x Mortar, 3x Field healing, 4x Victorious courage

 **Strategic points** | 1x Machine gun, 1x Mortar

 **Strategic points** | None

 **Strategic points** | 2x Machine gun, 1x Victorious courage

 **Strategic points** | 2x Machine gun, 2x Mortar

 **Strategic points** | 1x Machine gun, 1x Mortar

 **Strategic points** | None

 **Strategic points** | None

 **Strategic points** | None

 **Strategic points** | None

 **Strategic points** | None

 **Strategic points** | 1x Field healing, 2x Victorious courage

 **Strategic points** | None

 **Strategic points** | 1x Machine gun, 1x Mortar

 **Strategic points** | 2x Victorious courage

 **Strategic points** | None

 **Strategic points** | 1x Field healing, 1x Victorious courage

 **Strategic points** | 2x Victorious courage

 **Strategic points** | 1x Machine gun, 1x Mortar

 **Strategic points** | None

 **Strategic points** | None

 **Strategic points** | None

 **Strategic points** | None