At a glance
Level51 to 70
Party3 to 6 players
StartRolly in Ludibrium
Time limit15 minutes
RunsA private copy of the maze for every party
Daily limitNone
Rewards50 EXP for every coupon the leader hands in (at least 30), plus one random prize from a pool of 47
Weekly rotationYes, 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.

★
Different from the original game A Super Beginner's Head Start skill lowers the minimum level and raises the maximum level of party quests by 5 for every skill point (up to 50 levels).
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In the week this quest is the Weekly Open Party Quest, its level ceiling is lifted altogether; the minimum of 51 still applies.

Starting the quest

  1. Gather the party in Ludibrium town, where Rolly stands.
  2. The party leader talks to Rolly and chooses Enter the Lubidrium Maze (the game's spelling). What is the Ludibrium Maze? repeats the rules.
  3. 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.

★
Different from the original game A Super Beginner has the Smuggler's Box skill. In this quest it can stash coupons so that they are not taken when the run ends, and unload them in a later run to count towards the leader's total. The box holds up to 50 of each item. See Party Basics.

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

Room The special box releases Each ordinary box releases Ordinary boxes Coupons if you clear all three boxes
Maze 1 2 Coolie Zombie, 2 Miner Zombie 6 Miner Zombie, 9 Coolie Zombie 2 14 to 42
Maze 2 2 Dark Stone Golem, 2 Stone Golem 2 Dark Jr. Yeti, 3 Master Chronos 2 14 to 34
Maze 3 2 Dark Jr. Yeti, 2 Master Chronos 2 Master Chronos, 3 Ultra Gray 2 14 to 42
Maze 4 2 Dark Jr. Yeti, 2 Master Chronos 2 Ultra Gray, 3 Zeta Gray 2 14 to 42
Maze 5 2 Ultra Gray, 2 Zeta Gray 2 Zeta Gray, 3 Flyeye 2 14 to 42
Maze 6 2 Flyeye, 2 Tauromacis 2 Flyeye, 3 Tauromacis 2 206 to 418
Maze 7 2 Flyeye, 2 Tauromacis 2 Zeta Gray, 3 Flyeye 2 62 to 136
Maze 8 2 Ultra Gray, 2 Zeta Gray 2 Ultra Gray, 3 Zeta Gray 2 14 to 42
Maze 9 2 Dark Jr. Yeti, 2 Master Chronos 2 Master Chronos, 3 Ultra Gray 2 14 to 42
Maze 10 2 Dark Stone Golem, 2 Stone Golem 2 Dark Jr. Yeti, 3 Master Chronos 2 14 to 34
Maze 11 2 Coolie Zombie, 2 Miner Zombie 6 Miner Zombie, 9 Coolie Zombie 2 14 to 42
Maze 12 None 2 Dark Stone Golem, 3 Stone Golem 3 15
Maze 13 None 2 Coolie Zombie, 3 Dark Stone Golem 3 9
Maze 14 None 2 Miner Zombie, 3 Coolie Zombie 3 6 to 18
Maze 15 None 6 Miner Zombie, 9 Coolie Zombie 3 18 to 54
  • 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

  1. Everyone gathers in Ludibrium Maze 16 and the leader has at least 30 coupons.
  2. The leader talks to Pietri. He may answer first with one of these:
    1. Let your party leader talk to me to end this quest. Someone other than the leader spoke to him.
    2. 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.
    3. 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.
  3. 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.
  4. 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.

Prize Success rate
Scroll for Bottomwear for DEF 60%
Dark scroll for Bottomwear for DEF 30% (dark scroll)
Scroll for Bottomwear for DEF 10%
Dark scroll for Cape for Magic Def. 30% (dark scroll)
Dark scroll for Cape for Weapon Def. 70% (dark scroll)
Scroll for Cape for Weapon Def. 60%
Dark scroll for Cape for Weapon Def. 30% (dark scroll)
Scroll for Cape for INT 10%
Scroll for Cape for DEX 10%
Dark scroll for Helmet for DEF 70% (dark scroll)
Scroll for Helmet for DEF 60%
Dark Scroll for Helmet for DEF 30% (dark scroll)
Scroll for Helmet for DEF 10%
Scroll for Overall Armor for DEF 60%
Dark scroll for Overall Armor for DEF 30% (dark scroll)
Scroll for Overall Armor for DEF 10%
Scroll for Overall Armor for DEX 60%
Dark scroll for Shield for DEF 70% (dark scroll)
Scroll for Shield for DEF 60%
Dark scroll for Shield for DEF 30% (dark scroll)
Scroll for Shield for DEF 10%
Dark scroll for Topwear for DEF 70% (dark scroll)
Scroll for Topwear for DEF 60%
Dark scroll for Topwear for DEF 30% (dark scroll)
Scroll for Topwear for DEF 10%
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Characters above level 70 can still take part in the weeks this quest is the weekly open party quest, and earn extra EXP for each clear. The rules are on the Weekly Open Party Quest page.

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.

See also