Difference between revisions of "Labyrinth"

From RimWorld Wiki
Jump to navigation Jump to search
m
 
(6 intermediate revisions by 4 users not shown)
Line 2: Line 2:
 
{{Spoiler}}
 
{{Spoiler}}
 
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}
 
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the labyrinth including living/dead creatures and inanimate objects.}}
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}
+
{{image wanted|reason=Include images of individual notable rooms and structures.}}
 
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].
 
The '''labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[warped obelisk]].
  
Line 17: Line 17:
 
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.
 
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.
  
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no longer valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.
+
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no longer valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze, which can cause dangerous scenarios where many enemies single out a stranded colonist.
  
 
== Design ==
 
== Design ==
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray wall]]s with [[gray door]]s connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors opened are left open permanently.
+
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[gray wall]]s with [[gray door]]s connecting them. Many of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds{{Check Tag|Verify|Exact time in ticks?}} to open it. Any doors, jammed or not, that are opened are left open permanently.
  
 
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.
 
All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.
  
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[soil]] with [[trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.
+
Most [[floors]] found within The labyrinth are made up of a [[gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain standard [[soil]] with [[trees]]{{Check Tag|Add Details|Appears to be any "normal" tree and is independent of the home biome - verify that special trees (e.g. polux) can't also appear.}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.
  
 
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.
 
Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.
Line 31: Line 31:
  
 
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.
 
Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.
 +
 +
=== Layout ===
 +
The labyrinth consists of 19 unique room layouts, with most being able to have multiple layouts in a room at once. There is a 15% chance for a room to have multiple layouts. There is always 1 obelisk room in a non random location.
 +
 +
<!-- 0.7975 is the sum of all room selection weights, disregarding the obelisk room since it doesn't have one -->
 +
{| {{STDT| c_01 text-center}}
 +
! Room Name !! Chance !! Can Be In Mixed Room !! Contents !! Min Width !! Min Height !! Valid Spawn Room
 +
|-
 +
! Empty
 +
| {{#expr:0.15/0.7975 * 100 round 1}}% || - || Nothing || - || - || true
 +
|-
 +
! Endless Pit
 +
| {{#expr:0.1/0.7975 * 100 round 1}}% || - || [[Endless pit]] (2 x 2, 2 x 3, 3 x 3) || - || - || true
 +
|-
 +
! Obelisk
 +
| - || - || 9 tile radius room with a [[Warped obelisk]] in the center, 4 tile radius of [[void metal]], and 2x [[Gray box]]es || - || - || false
 +
|-
 +
! Floor Etchings
 +
| {{#expr:0.15/0.7975 * 100 round 1}}% || true || [[Floor etching]] with directions || - || - || true
 +
|-
 +
! Dead Body
 +
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Pirate, villager, or pirate boss corpse, between 3 - 30 days old, killed by [[fingerspike]] scratches, 0 - 2 [[Packaged survival meal]]s, 1 - 5 blood filth || - || - || true
 +
|-
 +
! Corpse Room
 +
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 5 - 10 humanlike corpses and 4 - 10 blood filth || - || - || true
 +
|-
 +
! Statue Deadlife
 +
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Deadlife [[gray statue]] in the center of the room, with 1 - 3 corpses and 2 - 4 blood filth || 7 || 7 || false
 +
|-
 +
! Statue Teleporter
 +
| {{#expr:0.025/0.7975 * 100 round 1}}% || - || Teleporter [[gray statue]] in the center of the room || 7 || 7 || true
 +
|-
 +
! Sleeping Fleshbeast
 +
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || Sleeping fingerspike and a max of 5 blood filth || - || - || false
 +
|-
 +
! Abandoned Camp
 +
| {{#expr:0.02/0.7975 * 100 round 1}}% || true || [[Cloth]] [[bedroll]], 50% = [[Torch lamp]], 50% = 1 Packaged survival meal || - || - || true
 +
|-
 +
! Animal Corpses
 +
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || 1 - 3 animal corpses of any one species, between 3 - 30 days old || - || - || true
 +
|-
 +
! Harbinger
 +
| {{#expr:0.01/0.7975 * 100 round 1}}% || true || Irregular lump of 10 - 14 tiles of [[soil]] with a [[Harbinger tree]] 50 - 90% grown || - || - || true
 +
|-
 +
! Trees
 +
| {{#expr:0.03/0.7975 * 100 round 1}}% || true || Irregular lump of 18 - 24 tiles of soil with 2 - 4 trees of either [[oak tree|oak]], [[poplar tree|poplar]], [[birch tree|birch]], or [[pine tree|pine]], 70 - 100% grown || - || - || true
 +
|-
 +
! Animals
 +
| {{#expr:0.0075/0.7975 * 100 round 1}}% || true || 1 - 3 [[animals]] of any one species between a wildness of 20 - 100% || - || - || true
 +
|-
 +
! Gray Box
 +
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || 1x gray box || - || - || true
 +
|-
 +
! Large Gray Box
 +
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || 20x gray box, 1 with rare reward, 50% chance for each of the remaining boxes to be empty || - || - || true
 +
|-
 +
! Large Empty Gray Box
 +
| {{#expr:0.025/0.7975 * 100 round 1}}% || false || 5x gray box, 1 with rare reward, 50% chance for each of the remaining boxes to be empty || - || - || true
 +
|-
 +
! Floor Ramblings
 +
| {{#expr:0.05/0.7975 * 100 round 1}}% || true || [[Floor etching]] ramblings || - || - || true
 +
|-
 +
! {{BiotechIcon}} Child Room
 +
| {{#expr:0.01/0.7975 * 100 round 1}}% || - || Villager adult between 20 - 40 biological age and villager child between 2 - 3 biological age, both between 30 - 60 days old, and 3 - 6 blood filth || - || - || true
 +
|}
  
 
=== Structures ===
 
=== Structures ===
Line 37: Line 102:
 
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.
 
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.
 
* [[Bedroll]] - a room may spawn containing a single [[cloth]] bedroll with or without a [[torch lamp]], helpful for pawns who need comfort and sleep needs met.
 
* [[Bedroll]] - a room may spawn containing a single [[cloth]] bedroll with or without a [[torch lamp]], helpful for pawns who need comfort and sleep needs met.
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}} - One-time effect triggers when a pawn comes nearby.  A few patterns seen:
+
* [[Gray statue]] - One-time effect triggers when a pawn comes nearby.  A few patterns seen:
 
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.
 
** Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.
 
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).
 
** Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).
Line 48: Line 113:
 
Animal corpses also have a chance of spawning, although these do not contain any valuables.
 
Animal corpses also have a chance of spawning, although these do not contain any valuables.
  
Additionally, another type of loot relevant to the player can appear in the form of custom, player-designed Xenotypes, potentially assigned to the corpses within the Labyrinth. Since these corpses are often not dessicated, and can thus be resurrected via [[resurrector mech serum]], they seem to be one of the few, or possibly only(?) ways to acquire player-designed Xenotypes that existed at game start, but are not referenced directly by an Ideoligion, or assigned to a starting colonist{{Check Tag|Verify|Testing required}}.
+
Additionally, if the [[Biotech DLC]] is active, another type of "loot" relevant to the player can appear in the form of custom, player-designed [[Xenotype]]s, potentially assigned to the [[corpse]]s within the Labyrinth. Since these corpses are often not desiccated, and can thus be resurrected via [[resurrector mech serum]], they seem to be one of the few ways to acquire player-designed Xenotypes that existed at game start, and possibly the ''only'' way to acquire those that are not referenced directly by an [[Ideoligion]]{{IdeologyIcon}} or assigned to a starting colonist{{Check Tag|Verify|Testing required}}.
  
 
=== Dangers ===
 
=== Dangers ===
Line 54: Line 119:
 
Enemies that can possibly spawn within the labyrinth:
 
Enemies that can possibly spawn within the labyrinth:
 
* [[Fingerspike]] - often found resting in a room full of corpses
 
* [[Fingerspike]] - often found resting in a room full of corpses
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)
+
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray statue]]s when triggered by Pawn proximity)
 
* TBD (compile any other hostile entities found within the maze here)
 
* TBD (compile any other hostile entities found within the maze here)
  
Line 61: Line 126:
  
 
== Analysis ==
 
== Analysis ==
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits the colony in everyone's absence.
+
While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a major threat hits the colony in everyone's absence.
  
Care should be taken when choosing to study the warped obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.
+
Care should be taken when choosing to interact with the obelisk, as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be capable of combat, equipped to handle multiple fingerspikes or shamblers at once, in good health, and ideally have a reasonable level of [[Medical]] skill to self-tend any wounds.
  
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.
+
While the maze contains some resources to help with traversal, it can be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an under-prepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.
  
 
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.
 
As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.
 +
 +
== Gallery ==
 +
<gallery>
 +
Labyrinth full exploration.png|Fully explored map
 +
Labyrinth full unfog.png|Same map, but completely defogged
 +
</gallery>
 +
 +
== History ==
 +
* [[Anomaly (DLC)]] Release - Added.

Latest revision as of 10:13, 17 August 2024

The labyrinth is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the warped obelisk.

Summary[edit]

In order to access the labyrinth, the colony must have a warped obelisk crash down in a prior event. The labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot caravan inside. There are multiple methods of entering the maze:

  • Let the warped obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.
  • When a colonist interacts with the obelisk (studying/suppressing) there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.
  • After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly[verify]. (15-80 day cooldown)
  • (Verify alternate methods of entry if applicable)

A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.

Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.

Once activated, any creatures, corpses, and unattended items taken from within loot containers[verify] will be begin to be randomly distributed throughout the map tile[Add Details]. Each valid object is selected at random[verify] and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no longer valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze, which can cause dangerous scenarios where many enemies single out a stranded colonist.

Design[edit]

Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by gray walls with gray doors connecting them. Many of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take 60 seconds[Verify] to open it. Any doors, jammed or not, that are opened are left open permanently.

All walls and doors are completely indestructible. They may still be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.

Most floors found within The labyrinth are made up of a gray surface with a slightly slower walk speed of 87%. Additionally, some rooms contain standard soil with trees[Add Details] growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.

Soil found here may be used to grow crops, as the labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within the labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.

Roofed areas may be built at any point within the maze where designated. Use of an incendiary weaponry or campfire can raise temperatures above the "outside" levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.

Every labyrinth will have two guaranteed boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of void metal, the only flooring in the maze with 100% walk speed.

Layout[edit]

The labyrinth consists of 19 unique room layouts, with most being able to have multiple layouts in a room at once. There is a 15% chance for a room to have multiple layouts. There is always 1 obelisk room in a non random location.

Room Name Chance Can Be In Mixed Room Contents Min Width Min Height Valid Spawn Room
Empty 18.8% - Nothing - - true
Endless Pit 12.5% - Endless pit (2 x 2, 2 x 3, 3 x 3) - - true
Obelisk - - 9 tile radius room with a Warped obelisk in the center, 4 tile radius of void metal, and 2x Gray boxes - - false
Floor Etchings 18.8% true Floor etching with directions - - true
Dead Body 6.3% true Pirate, villager, or pirate boss corpse, between 3 - 30 days old, killed by fingerspike scratches, 0 - 2 Packaged survival meals, 1 - 5 blood filth - - true
Corpse Room 1.3% true 5 - 10 humanlike corpses and 4 - 10 blood filth - - true
Statue Deadlife 3.1% - Deadlife gray statue in the center of the room, with 1 - 3 corpses and 2 - 4 blood filth 7 7 false
Statue Teleporter 3.1% - Teleporter gray statue in the center of the room 7 7 true
Sleeping Fleshbeast 6.3% true Sleeping fingerspike and a max of 5 blood filth - - false
Abandoned Camp 2.5% true Cloth bedroll, 50% = Torch lamp, 50% = 1 Packaged survival meal - - true
Animal Corpses 1.3% true 1 - 3 animal corpses of any one species, between 3 - 30 days old - - true
Harbinger 1.3% true Irregular lump of 10 - 14 tiles of soil with a Harbinger tree 50 - 90% grown - - true
Trees 3.8% true Irregular lump of 18 - 24 tiles of soil with 2 - 4 trees of either oak, poplar, birch, or pine, 70 - 100% grown - - true
Animals 0.9% true 1 - 3 animals of any one species between a wildness of 20 - 100% - - true
Gray Box 6.3% true 1x gray box - - true
Large Gray Box 3.1% false 20x gray box, 1 with rare reward, 50% chance for each of the remaining boxes to be empty - - true
Large Empty Gray Box 3.1% false 5x gray box, 1 with rare reward, 50% chance for each of the remaining boxes to be empty - - true
Floor Ramblings 6.3% true Floor etching ramblings - - true
Content added by the Biotech DLC Child Room 1.3% - Villager adult between 20 - 40 biological age and villager child between 2 - 3 biological age, both between 30 - 60 days old, and 3 - 6 blood filth - - true

Structures[edit]

All of the following structures may be found within the labyrinth:

  • Endless pit - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.
  • Floor etching - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.
  • Bedroll - a room may spawn containing a single cloth bedroll with or without a torch lamp, helpful for pawns who need comfort and sleep needs met.
  • Gray statue - One-time effect triggers when a pawn comes nearby. A few patterns seen:
    • Gray statue in empty room: Teleports your colonist to an apparently random room in the Labyrinth.
    • Gray statue with corpses nearby: Emits a cloud of deadlife dust, turning the corpses into shamblers (with a 6-hour lifetime).
  • Gray box - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. Two are guaranteed to spawn within the exit room. A Pawn may open the container which will then drop its contents on the floor nearby.
  • TBD (compile any other unique structures found within the maze here)[Add Details]

Loot[edit]

Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more[Verify]. These items can be found laying on the floor of some rooms, within Gray boxes (Much like the Hermetic crateContent added by the Ideology DLC or Flesh sack), and in the inventories of corpses strewn about the entire map. All clothing will be marked as tainted aside from utility items.

Animal corpses also have a chance of spawning, although these do not contain any valuables.

Additionally, if the Biotech DLC is active, another type of "loot" relevant to the player can appear in the form of custom, player-designed Xenotypes, potentially assigned to the corpses within the Labyrinth. Since these corpses are often not desiccated, and can thus be resurrected via resurrector mech serum, they seem to be one of the few ways to acquire player-designed Xenotypes that existed at game start, and possibly the only way to acquire those that are not referenced directly by an IdeoligionContent added by the Ideology DLC or assigned to a starting colonist[Verify].

Dangers[edit]

Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused[Verify]. Enemies that can possibly spawn within the labyrinth:

  • Fingerspike - often found resting in a room full of corpses
  • Shambler - corpses spawn with certain rooms of The labyrinth and may be animated by certain Gray statues when triggered by Pawn proximity)
  • TBD (compile any other hostile entities found within the maze here)

Other dangers which may be present:

  • Gray statue - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within the labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.

Analysis[edit]

While a daunting challenge at first glance, navigating the labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become endangered themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a major threat hits the colony in everyone's absence.

Care should be taken when choosing to interact with the obelisk, as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be capable of combat, equipped to handle multiple fingerspikes or shamblers at once, in good health, and ideally have a reasonable level of Medical skill to self-tend any wounds.

While the maze contains some resources to help with traversal, it can be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an under-prepared group stranded. A caravan loading method can be used to pick desired supplies before willing entry.

As any items left in the labyrinth are teleported out, the tainted clothing of all corpses stripped within the maze will be randomly distributed across the home tile. This includes within a colony home area, which may require a clean up afterwards.

Gallery[edit]

History[edit]