Ludibrium Maze
| Level | 51 to 70 |
|---|---|
| Party | 3 to 6 players |
| Start | Rolly in Ludibrium |
| Time limit | 15 minutes |
| Runs | A private copy of the maze for every party |
| Daily limit | None |
| Rewards | 50 EXP for every coupon the leader hands in (at least 30), plus one random prize from a pool of 47 |
| Weekly rotation | Yes, see Weekly Open Party Quest |
Ludibrium Maze is a 15-minute scramble through a ring of fifteen linked rooms below Ludibrium, with a sixteenth room that holds the way out. A party of three to six adventurers of level 51 to 70 breaks boxes, defeats the monsters inside them for coupons, finds the exit and hands the coupons in. The game calls it Party Quest: Ludibrium Maze.
There is no puzzle to solve, but two things decide how well a run goes: knowing the way to the exit, and knowing which rooms hold the most coupons.
Before you go
Requirements
- Level: every member must be level 51 to 70.
- Party: three to six members who take part, the leader included. Everyone has to be standing in Ludibrium town when the leader starts the quest.
- Nothing else. No items or earlier quests are needed. Keep a free slot in your Equip, Use and Etc tabs for the end prize.
Members who are on another map or outside the level range are left behind. If fewer than three eligible members are left, Rolly refuses to start.
Starting the quest
- Gather the party in Ludibrium town, where Rolly stands.
- The party leader talks to Rolly and chooses Enter the Lubidrium Maze (the game's spelling). What is the Ludibrium Maze? repeats the rules.
- Every eligible member is carried into the maze at once, each to a random one of the first fifteen rooms.
If Rolly cannot start the quest he says one of these:
| Situation | What Rolly says |
|---|---|
| You are not in a party | Try taking on the Maze Quest with your party. |
| You are in a party but are not its leader | If you DO decide to tackle it, please have your Party Leader notify me! |
| Every place for a party in your channel is taken | Another party has already entered the Party Quest in this channel. Please try another channel, or wait for the current party to finish. |
| Party size, level or map is wrong | Your party needs to consist of at least 3 members in order to tackle this maze. |
Rules
- Party size. At least three players must stay inside. A party of four can lose one member and carry on, a party of five two, a party of six three. With only three inside, any further loss ends the quest for everybody.
- The leader. The party leader who started the quest talks to Pietri and is the player whose coupons count.
- Time. A 15-minute clock starts as the party enters and is shown on screen. If the party has not finished when it runs out, everyone is sent out of the maze with 0 EXP and no prize.
- A random start. Each member enters in a random one of the first fifteen rooms, so the party starts scattered, and two members can land in the same room.
- A private maze. Every party gets its own copy of the maze, so parties never meet. If every place for a party in your channel is taken, Rolly tells you to try another channel or wait.
- Coupons. The coupons are an item named Entrance Ticket to the Ludibrium Maze. They vanish from your bag when you leave the quest, however you leave.
- Dying and leaving. If you die you are revived at the Exit of the Maze, which counts as leaving the quest. A member who is offline for 60 seconds counts as having left; reconnecting inside that minute is fine.
- When the quest ends for everyone. The maze closes and everyone still inside is sent out if:
- the leader leaves, dies or stays disconnected for more than a minute;
- a member leaves, dies or stays disconnected for more than a minute while only three players are still inside;
- the party is disbanded, or a member leaves the party while only three players are inside (with more inside, a member who leaves the party is simply sent out);
- the 15-minute clock runs out.
- Nothing to ride or summon. Mounts, summoning skills and Mystic Door do not work in the maze.
- Boxes. Every box takes four hits to break and can be broken only once per run. The three boxes in a room swap places with each other at random for every run.
- Ground items. An item dropped by a monster belongs to whoever did the most damage for 15 seconds, but their party can pick it up straight away. After that anyone can take it. Everything on the ground disappears after 3 minutes.
How coupons are counted
Only the coupons that the leader has picked up in this run, minus any the leader has dropped, count. A coupon in a teammate's bag does not. To pass coupons to the leader, teammates drop them and the leader picks them up. Coupons that come from anywhere else count for nothing.
The maze
The maze has fifteen rooms (Ludibrium Maze 1 to 15) and a sixteenth room, Ludibrium Maze 16, where Pietri waits. Every one of the first fifteen rooms has three doors on its floor: one at the left, one in the middle and one at the right. Using a door sends you to another room.
In room n the three doors lead to rooms n + 4, n + 7 and n + 12 (left, middle, right), counting around the ring so that room 15 is followed by room 1. There is one exception: the middle door of Maze 9 leads to Maze 16, the exit room.
So the only way out is through Maze 9, and you can walk into Maze 9 from just three places: the middle door of Maze 2, the left door of Maze 5 and the right door of Maze 12. Maze 16 has a single door that leads back to Maze 9.
| If you are in | Left door leads to | Middle door leads to | Right door leads to | Fewest doors to the exit | Which doors |
|---|---|---|---|---|---|
| Maze 1 | Maze 5 | Maze 8 | Maze 13 | 3 | left, left, middle |
| Maze 2 | Maze 6 | Maze 9 | Maze 14 | 2 | middle, middle |
| Maze 3 | Maze 7 | Maze 10 | Maze 15 | 4 | middle, middle, middle, middle |
| Maze 4 | Maze 8 | Maze 11 | Maze 1 | 4 | left, left, right, middle |
| Maze 5 | Maze 9 | Maze 12 | Maze 2 | 2 | left, middle |
| Maze 6 | Maze 10 | Maze 13 | Maze 3 | 4 | left, middle, middle, middle |
| Maze 7 | Maze 11 | Maze 14 | Maze 4 | 5 | left, left, right, right, middle |
| Maze 8 | Maze 12 | Maze 15 | Maze 5 | 3 | left, right, middle |
| Maze 9 | Maze 13 | Maze 16 | Maze 6 | 1 | middle |
| Maze 10 | Maze 14 | Maze 2 | Maze 7 | 3 | middle, middle, middle |
| Maze 11 | Maze 15 | Maze 3 | Maze 8 | 4 | left, right, right, middle |
| Maze 12 | Maze 1 | Maze 4 | Maze 9 | 2 | right, middle |
| Maze 13 | Maze 2 | Maze 5 | Maze 10 | 3 | left, middle, middle |
| Maze 14 | Maze 3 | Maze 6 | Maze 11 | 5 | left, middle, middle, middle, middle |
| Maze 15 | Maze 4 | Maze 7 | Maze 12 | 3 | right, right, middle |
Every member must reach Maze 16 before the quest can be finished, so everybody should know the way out from wherever they are.
Boxes, monsters and coupons
Each of the first fifteen rooms holds three boxes. Breaking a box releases a group of monsters at its position (the map shows Some monsters are summoned.), and they have to be defeated for their coupons. All boxes look alike.
- Maze 1 to Maze 11 each have one special box that releases a fixed group of four monsters, and two ordinary boxes. Maze 12 to Maze 15 have three ordinary boxes.
- What an ordinary box releases depends on the room; the table below gives both kinds.
| Monster | Level | HP | Coupons it drops |
|---|---|---|---|
| Miner Zombie | 57 | 4,500 | 1 to 3 |
| Coolie Zombie | 57 | 4,700 | None |
| Dark Stone Golem | 58 | 4,800 | 1 |
| Stone Golem | 55 | 4,000 | 1 |
| Dark Jr. Yeti | 56 | 4,400 | 1 to 3 |
| Master Chronos | 46 | 2,600 | 1 to 3 |
| Ultra Gray | 45 | 2,550 | 1 to 3 |
| Zeta Gray | 42 | 2,300 | 1 to 3 |
| Flyeye | 41 | 1,600 | 1 to 3 |
| Tauromacis | 73 | 16,000 | 25 to 50 |
The game lists these monsters with a (JP) tag after their names. Each of them drops its coupons every time it is defeated, except the Coolie Zombie, which drops none.
What each room can give
- Maze 6 is the jackpot. Its boxes release eight Tauromacis, and each Tauromacis drops a whole stack of 25 to 50 coupons. Maze 7 releases two more. A Tauromacis is a level 73 monster with 16,000 HP and 260 weapon and magic DEF, and it is immune to poison. It is far stronger than anything else in the maze.
- Apart from Maze 6 and Maze 7, Maze 15 gives the most (18 to 54). Maze 12, 13 and 14 give the least: 15, 9, and 6 to 18.
- Coolie Zombies drop nothing. They fill Maze 1, 11, 14 and 15 and are part of Maze 13, so most of the crowd in those rooms is not worth the time.
Finishing the quest
- Everyone gathers in Ludibrium Maze 16 and the leader has at least 30 coupons.
- The leader talks to Pietri. He may answer first with one of these:
- Let your party leader talk to me to end this quest. Someone other than the leader spoke to him.
- He says that one or more team members are missing and asks the leader to wait for them. A member is still in another room.
- Your party cannot finish this PQ yet, as you have not reached the minimum of 30 Entrance Ticket to the Ludibrium Maze's in hand yet. The leader holds fewer than 30.
- Pietri asks Splendid! You have retrieved N Entrance Ticket to the Ludibrium Maze from this run, now your team will receive the fair amount of EXP from this action. Are you ready to get transported out? (N is every coupon the leader holds.) The leader says yes.
- Every one of the leader's coupons is taken, every member inside gets 50 EXP for each of them, the 15-minute clock stops and the party is carried to the first Exit of the Maze room, where Rolly gives out the present.
The party cannot finish with fewer than 30 coupons. The more coupons the leader hands in, the more EXP everyone gets, so pass all coupons to the leader first.
Rewards
EXP
| Coupons the leader hands in | EXP for every member | In terms of a level |
|---|---|---|
| 30 | 1,500 | about 0.25% at level 51, 0.09% at level 70 |
| 100 | 5,000 | about 0.8% at level 51, 0.3% at level 70 |
| 300 | 15,000 | about 2.5% at level 51, 0.9% at level 70 |
The EXP goes to every member who is still inside the maze when the leader finishes. A member who left earlier gets nothing.
Rolly's present
In the first Exit of the Maze room Rolly says Your party gave a stellar effort and gathered up at least 30 coupons. For that, I have a present for each and every one of you. Say yes to receive one prize.
- The prize is picked at random from a pool of 47 entries, each equally likely (1 in 47, about 2.1%).
- Every member who was still inside when the quest was finished gets one prize, once per run.
- If you have no room, Rolly says It seems you don't have a free slot in either your Equip, Use or Etc inventories. Please make some room and try again. Make room and talk to him again.
- After you have your prize you are taken to the second Exit of the Maze room, where another Rolly says Come this way to return to Ludibrium. and sends you back to town.
Equipment
| Prize | Amount |
|---|---|
| Blood Snowboard | 1 |
| Emergency Rescue Tube | 1 |
| Red-Hearted Earrings | 1 |
| Yellow Umbrella | 1 |
| Green Strap Shoes | 1 |
| Cecelia's Earrings | 1 |
Potions and food
| Prize | Amount |
|---|---|
| Power Elixir | 1 |
| Elixir | 5 |
| Ice Cream Pop | 5 |
| Red Bean Sundae | 5 |
| Fat Sausage | 20 |
| Grape Juice | 20 |
| Coffee Milk | 20 |
| Fruit Milk | 20 |
| Strawberry Milk | 20 |
| Pure Water | 50 |
| Watermelon | 50 |
| Kinoko Ramen | 50 |
| Dried Squid | 100 |
| Hot Dog Supreme | 100 |
| Orange Juice | 100 |
| Mana Elixir | 100 |
Scrolls
A dark scroll gives the same boost as the plain scroll of the same strength but succeeds more often (30% instead of 10%, 70% instead of 60%). In return, a failed dark scroll destroys the item 50% of the time.
Tips and common mistakes
- Learn the way out before you start. The only exit is Maze 9's middle door. From most rooms it is two to four doors away.
- Pass your coupons to the leader early. Only the leader's count, and a coupon on the ground disappears after 3 minutes.
- Do not forget the 30. The leader cannot finish with fewer than 30 coupons in hand, and the clock keeps running while you collect them.
- Everyone must be in Maze 16. A member stuck in another room blocks the finish. A member who is dead or gone does not.
- Go for the Miner Zombies first in the zombie rooms; the Coolie Zombies pay nothing.
- A big stack beats many small drops. One Tauromacis can drop more coupons than a whole ordinary room, but it hits hard. Make sure the leader does not die: the whole quest ends if the leader does.
- Do not leave the maze. Dying or going offline removes you; with three players inside that ends the quest for everyone.






