Case Files

Case Files (also known as procedural generation and randomization) is the newest game mode in Labyrinthine, released on the main branch on October 1 2021, as part of the largest update to date. This is a comprehensive guide to the game mode, and can contain spoilers. If you like to learn on your own, read on at your own risk!

How It Works
When you host or join a lobby, the noticeboard that contained the story chapters has a new addition to it: the Cases section. Underneath are four cases that have been generated for you, which consists of a maze that was completely procedurally generated. This means that the type of maze you get, the number of lives you have in it, the monsters you face, and the layout of the maze has been decided and built through RNG. When entering the case file, holding TAB will show you the objectives for the maze, which differs between maze types. Completing the objectives and exiting the maze will award you experience based on how well you performed. Leaving the maze or running out of lives will bring you back to the lobby, where the case will remain for you to try again, or to re-roll later on. Each case file has a size, a difficulty, and a danger level, and as you level up, your cases will become progressively more difficult, even if the size, difficulty, and danger appear to be unchanged.



Maze Size
The size of the maze is decided independently of the difficulty and danger, and currently there can be small, medium, large, and giant mazes. One size does not fit all for these types, as they can have different widths and lengths depending on your level. For example, the smallest possible maze would be a 25 by 25 maze. These multiplied by each other would give us the volume of the maze, which is 625. The largest small maze would have a volume of 2499, after which the maze would become a medium-size maze. Here are the current volume thresholds for each of the maze sizes:


 * Small: 625 -> 2499
 * Medium: 2500 -> 5624
 * Large: 5625 – 9999
 * Giant: 10000+

At level 10, you'll unlock the ability to generate medium mazes, level 20 will unlock large mazes, and level 40 will unlock giant mazes. To help solo players and groups that prefer smaller mazes, you will always have at least two small/medium mazes. This means you'll never have more than 2 large/giant mazes. Additionally, you cannot have more than one giant maze at any time. As an example, you could have a small maze, a medium maze, and two large mazes, but you cannot have a medium maze, two large mazes, and one giant maze.

Danger Level
The danger level of a map is determined by the type and amount of the monsters in the case file, and the current danger levels are low, medium, high, severe, and extreme. Each monster type is given a danger level based on their speed and how difficult they are to handle in the maze. The combined danger levels of monsters placed on a map provides the overall danger level of the case. Smiley for example isn't a very dangerous monster if you know how to handle him, so having two Smileys would leave the danger level at "low". Having multiple Wickermen in a maze however is much more threatening, so your danger level would be likely be medium.

At the moment, Smiley, the Scarecrow, and Crypt Zombies are the lowest danger. Clubfoot and the Witch are at the same danger level right above, followed by Wickerman and Pigman at the highest. This doesn't mean that if you have one Wickerman or one Pigman on a maze, it will be a high danger maze. These values are weighed together to calculate the danger level, so if your case only has one Pigman or one Wickerman, it will still be a low danger case.

Difficulty Level
This is a representation of several different factors, such as the size of the map, the danger level, and the number of lives that you have. To make it easier for new players, lower level case files will always have a high number of lives. The different levels of difficulty are easy, normal, hard, very hard, and extreme.

Objectives
Each maze type has its own set of objectives to complete before the maze can be escaped. To check your objectives for the maze, hold TAB when you load into the maze. The Maze Types section below outlines the objectives for each maze type currently in the game. As long as you have the list of objectives showing for those maze types (e.g. 0/5 seals found, 0/3 levers found, etc.), that means those objectives have definitely spawned somewhere on the maze and are obtainable. So if you're stuck on 4/5 seals and are confident you've explored the entire maze, the sections below will go over spawn points that you might have missed.

Maze Types
There are currently six maze types available in Case Files, out of 16 currently on the pipeline outlined on Trello.

The Unkept Hedges maze type will be the most familiar to story mode players, as it's modeled after the Chapter 1 and Chapter 2 mazes. This maze type can have Smiley, the Witch, Clubfoot, and the Wickerman (starting at level 5) as monsters. The objectives for Unkept Hedges are the same as in Chapter 2, where you need to find 5 Seals and place them in the pedestal at the exit to leave.



The Kept Hedges maze type is exclusive to Case Files, and is a neatly trimmed maze type. The objectives and monsters for this maze type are the same as Unkept Hedges, but contains mostly different landmarks.



The Crypts are another maze type familiar to story-mode players, as it's the type used in Chapter 4, and is unlocked at level 5. This maze type can have Smiley, Pigman, and Crypt Zombies as monsters. Crypt Zombies spawn in packs of 4, and cannot be the only monster type on the map. So you could in theory have one Smiley, and 4 packs of Crypt Zombies to have 5 "total" monsters. The objectives for the maze type are the same as in the story mode, where you need to find and pull three levers throughout the maze. After pulling all three levers, the three gates that were blocking the exit will let you through.



The Forest is another maze type exclusive to Case Files, and can have Smiley, the Witch, Clubfoot and the Wickerman (starting at level 5) as monsters. Some players call it the "Trenches" maze type, as the maze seems to have been dug out, with walls of dirt being what you navigate around. This maze type uses the effigies from Chapter 3 as the main objective. Find and destroy three of them, and the roots blocking the exit will be removed.



The Cornfield is another maze type exclusive to Case Files, added during the Halloween event, though it is a permanent addition to the game. This maze type is unlocked at level 5, and can have Smiley, the Witch, Clubfoot, Pigman, the Wickerman, and Scarecrow as monsters. The objectives for Corn Maze are unique, in that to complete the maze you need to: find three cans of gasoline, find a lighter, find the well, then set the well on fire using the three gasoline cans and lighter. Once the well has been burned, find the exit to complete the maze.



Snowy Hedges is another maze type exclusive to Case Files, added during the Christmas event, though it is a permanent addition to the game. This maze type is unlocked at level 10, and can have all monsters excluding Scarecrow. It also introduces two new monster variants: the Winter Witch, and Frostfoot. When the Witch is chosen as a monster for your case, there's a chance it will be the Winter Witch, who is much faster than her original counterpart. When Clubfoot is chosen as a monster for your case, it is guaranteed to be the Frostfoot variant, who is slower, but chases for a longer period of time. The Snowy Hedges maze type has the same objectives as Unkept Hedges and Kept Hedges: find 5 seals, then place them in a pedestal at the exit.



Sewer is another maze type exclusive to Case Files, added in January 2022. This maze type is unlocked at level 5, and can have all monsters excluding Scarecrow and the winter variants of the Witch and Clubfoot. It also introduces a monster exclusive to Sewer: the Centipede. The objectives for Sewer are to find four colored valves in landmarks around the maze. Each landmark has a light corresponding to the color of the valve it hosts: red, green, blue, and yellow. The exit is blocked off by water, and for each valve that is turned, some of the water is drained until the door is accessible. However, you'll need to find the gate valve in a puzzle, landmark, or safe house before the door can be opened.



Safe Houses
As you begin to work through the mazes in your case files, you'll want to keep an eye out for safe houses. These are houses that, as the name implies, keeps you safe from the monsters and has music playing to let you de-stress. The number of safe houses a maze can have is dependent on the size of the maze, and they can contain three things: notes that contain clues on the monsters' mechanics, objectives that you are looking for in the maze, and cosmetics that need to be picked up in order to keep them after the maze. The current type of cosmetics available are hats, with the most common being beanies. Depending on the maze type, there can be several spawn points for the objectives, notes, and cosmetics, so you should look closely around the safe area to make sure nothing gets missed. Additionally, on very small mazes, multiple objectives can spawn in one location (e.g. up to three seals could potentially spawn in one safe house).

Landmarks
Landmarks are points of interest around the map that are separate from the puzzle and safe houses, and are not on any paths. So if you see any candles or small props in a very small corner of a path for example, these are not landmarks, just decoration! Landmarks can be places like a large, run-down greenhouse, trees that have cages around them, skull piles on the ground or on a pedestal, and much more. Essentially if it's in an open area and looks out of place, you're at a landmark! Additionally, on very small mazes, multiple objectives can spawn in one landmark (e.g. multiple seals spread out around a landmark).

Puzzles
For small, medium, and large mazes, you should only see one puzzle per maze at most. Very small, small, and medium-sized mazes may not have a puzzle at all, and medium, large, very large, and giant mazes can have more than one puzzle.

There are currently four types of puzzles: one is the Light's Out puzzle from Chapter 1, where you have to step on tiles on the floor until they're all lit up. Next is the arrow puzzle from Chapter 2, sometimes called "cages" due to the section of the map where you find it in the story mode.

The last two puzzles are variations of a single puzzle, which is often referred to as the Follow the Leader or Simon Says puzzle. This is another floor tile puzzle that begins when you step on an unlit tile. Stepping on an unlit tile will light up another tile on the puzzle (note: the same tile you step on may light up, so you'll need to step off of it and step on it again). You have to run to each tile that lights up and step on it; if you don't step on it in time, the puzzle resets, so it's recommended to be sprinting to each tile. Stepping on unlit tiles on the way to the lit ones is fine, and will not mess up the puzzle, so no need to avoid them. One variation of this puzzle will keep the tiles lit up as you step on them, and the other variation will not leave the tiles you've stepped on lit up.

As soon as you've finished the puzzle, the obstacle that's blocking you from completing the objective will be removed.

Re-roll Tokens
If you come across a case file that you just want to get rid of because it seems too difficult, there is a re-roll option available. Each time you complete someone else's maze, you will earn a re-roll token that can be used to re-roll one of your case files, which can be seen on the shelf on the bottom right corner of the noticeboard. You can have up to 10 re-roll tokens at a given time, so make sure to use them regularly so they don't go to waste!



Re-rolling a case will make a completely new maze to replace your last one, but that doesn't mean it will be any easier! Each case has a set of dice next to them on the right, and you can click the dice next to the one you wish to re-roll. If you are hosting, you will not earn any re-roll tokens for completing your mazes. Any players in your lobby that have helped you complete a maze will need to make their own lobby to re-roll their mazes.

Customisation Items
You can see a full list of Customisation items here.

As you progress through your mazes, you may find items other than the objectives around the map in safe houses or at landmarks. These are customisation items, which at the moment consists of only hats and one wrist item, with chest items and more wrist items coming in the future. If you pick up an item and complete the maze, you will keep that item, and are able to equip it in the tent when you return to the lobby. Note that everyone who wants the item must pick it up. If someone exits the maze before everyone picks up the item, whoever did not pick up the item will not get it. If you pick up an item you already own, you will get additional experience instead.



Rare maps are marked with a blue R stamp on your cases, and have a guaranteed cosmetic item hidden somewhere on the map. Otherwise, non-rare maps have a 15% chance of spawning a cosmetic item, so don't be alarmed if you can't find one, as not all non-rare maps will have one! Only one customisation item can spawn per map.