Labyrinth
3DA disorienting underground maze added as part of the Cultist storyline.
Map
Features & Notes
- Only reachable via the Labrys access keycard transit from Shoreline (basement of the health resort west wing); also requires the Knossos LLC facility key.
- Insurance does not apply: insured items lost here are never returned, even after the usual insurance timer.
- Each of the 5 spawn chambers blocks entry to the rest of the map with a hazard (toxic pool, steam, fire, a shotgun trap, and a toxic puddle) that must be solved to proceed.
- Tripwires placed by Shadow of Tagilla auto-disarm after 10 minutes; poisoned barbed wire appears in random locations and can inflict a damage-over-time toxin; spike pits are always present but randomly open or closed each raid.
- An alarm sounds near the center of the labyrinth and must be deactivated at one of several buttons spread across the location.
Bosses
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Shadow of Tagilla
100% Spawn 1300+ HPHas to be expected everywhere
A Tagilla variant that ignores certain traps and resists explosives. Manage distance, stay environmentally aware, and use sustained fire to outlast his durability in the confined lab spaces.
Vengeful Killa
— SpawnAppears after the death of Shadow of Tagilla
Spawns as a follow-up encounter once Shadow of Tagilla is killed — treat as a second full fight rather than a mop-up.
Extracts
Ariadne's Path
Southwest of the inner underground map, near the Steam Hazard spawn point. Requires the Ariadne symbol key.
The Way Up
Near the central-east part of the map, toward the passageway to the Shotgun Trap spawn point. Only available 15 minutes after raid start; a door-opening sound plays once it unlocks.
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Transits
The Labyrinth has no outgoing transits documented on the wiki — it's reached only via the Transit to Labyrinth from Shoreline.