Omega Labyrinth Life
Hints and Tips:
---------------
Submitted by: David K.
-= Start Strong and Protect Your Gear =-
* Treat movement as a turn. Enemies normally act only when you move, attack, use an
item, or perform another turn-consuming action. Stop before entering a room, check
the map, and make enemies spend turns walking into your attack range.
* Dungeon level is temporary. You return to Level 1 when you leave a dungeon, so
permanent strength comes mainly from Skill Blooms and equipment.
* Farm the fixed first dungeon early. Combine Short Swords with Short Swords and Wood
Shields with Wood Shields until their luster reaches 25. That early attack and
defense boost carries much farther than temporary dungeon levels.
* Carry two or three Escape Tomes once you can obtain them. A bad floor, a Reaper
warning, damaged gear, or a depleted food supply is a reason to leave with the run
intact instead of gambling the inventory.
* Protect good equipment before pushing long dungeons. The Academy provides a pool
of 10 GPS Straps. Put them on valuable equipped pieces so defeat sends those pieces
to the Academy shop for repurchase; buying a protected piece back returns its Strap
with it, so the same pool can be reused.
* A GPS Strap protects defeat loss, not physical destruction. If a de-equip attack
launches the gear into an enemy, another character, or deep water and destroys it,
the shop cannot recover that piece.
* Keep a Fairy Wing outside a purse on serious runs. If the leader is defeated, Fairy
Wings protect the carried inventory from the normal loss rule.
* Carry Fairy Blessings for long or high-risk dungeons. A Fairy Blessing
automatically revives the leader with full HP.
* The leader's defeat ends the run even when the partner is still alive. Change
leaders before a weak or badly afflicted leader takes a lethal hit.
* Store bread in a Preservation Purse. This keeps food from being ruined by fire or
mold and also expands practical carrying capacity.
* The normal dungeon bag holds 30 slots and does not receive a permanent bag-size
upgrade. Use Preservation Purses for extra carried items; a Purse Fattener can
raise a purse to eight slots.
* Leave a floor when the late-floor wind or scent warning begins. Waiting longer
can bring in the Reaper, which is designed as a dangerous optional pursuer rather
than a normal floor enemy.
-= PC Input and Controller Advice =-
* Use a gamepad if possible. The PC port follows a console-style control layout,
while the fixed keyboard mapping spreads actions across several key groups.
* If LT or RT does nothing, first connect the controller by USB. If the problem
remains, open Steam's Controller Layout for the game and apply a standard Gamepad
template or remap the triggers through Steam Input.
* Keyboard fallback is useful when a trigger fails. U and O act as the left and right
trigger equivalents, while WASD handles movement. The PC port does not provide
normal in-game key rebinding.
* The mouse is not used for normal dungeon movement, but it can act as the pointer
during touch-style scenes. Press Space to enter the applicable touch mode if you
are playing on keyboard and mouse.
* If a controller is disconnected and the game stops detecting it, restart the game
after reconnecting it instead of assuming the controller has failed.
Dungeon Play:
-------------
-= Turn Economy, Positioning, and Hunger =-
Every step is a decision. Use corridors to force enemies into single-file fights,
attack diagonally when that keeps you out of a second enemy's reach, and wait by
attacking the air when you need an enemy to move first. Moving blindly through a room
spends the same turns that could have been used to shape the fight.
The Belly meter limits how long you can stay on a floor. At zero Belly, movement
begins costing HP. Carry bread, avoid wasting turns in cleared rooms, and preserve
enough food for the return from long detours.
-= Purse Functions =-
* Preservation Purse - Store and retrieve items normally. It breaks if thrown into a
wall, so protect expanded eight-slot purses from knockback and bad inputs.
* Hardened Purse - Does not break when it hits a wall. Open it by tearing it at the
Academy when you need the contents back.
* Transform Purse - Changes every item placed inside. You cannot take the contents
out normally; break the purse against a wall or use an Absorption Tome when you
need the transformed items.
* Omega Purse - Converts inserted items directly into omegaP and destroys the items.
Each conversion reduces that purse's maximum capacity by one, so use it for
deliberate liquidation rather than general storage.
* Locker Purse - Sends eligible items directly to the Academy Locker but cannot send
unpaid dungeon-shop merchandise. Bank valuable normal loot before dangerous floors.
-= Free Facing and Quick Rings =-
Change facing without spending a dungeon turn when you need to aim a diagonal attack,
wand, projectile, or directional skill. On the default PC keyboard layout, press K
for the Y-equivalent facing function, then choose the direction before acting.
Use the R/ZR quick-ring functions instead of digging through the full item menu in
a fight. On the default PC layout, I is the right-shoulder equivalent and O is the
right-trigger equivalent. The rings provide fast access to items, projectiles, and
character actions available in the current context.
-= Partner Control and Leader Switching =-
With two characters in a dungeon, use the partner command interface to change the
leader and adjust partner behavior. A leader switch is more than convenience: enemies
such as Waterworker can target the leader's inventory, and a healthy partner can take
over before the current leader dies.
A partner knockout does not end the run. Keep the leader alive and reach the next
floor; the partner returns there. The enemy that scored the knockout can promote to a
stronger tier, so do not treat a partner KO as completely free.
Set the partner to conserve special skills when you want manual control of limited
uses. You cannot manually fire a non-leader partner's special attack; switch that
character to leader when you need a specific skill on demand. Otherwise use "Come
with me!" if you want the AI partner to spend skills automatically.
-= Traps and High-Risk Enemies =-
* Attack suspicious floor tiles to reveal traps when you lack a Trap Finder. Nanami's
Queen's Gaze can reveal every trap on the floor once that skill is available.
* Add Float to underwear when possible. Float prevents normal floor-trap contact and
is one of the best upgrades for trap-heavy dungeons.
* For loot stranded on water, read a Magnet Tome to pull the item to you or gain
Float and walk across. Yurika's fourth skill supplies Float if your gear lacks it.
* Add Block-Dequip before entering areas with Braman-type enemies. De-equipped
gear can be knocked away and can even be destroyed if the flying item hits
another character or monster.
* Kill Fancyrats quickly after a theft. A thief teleports elsewhere on the same
floor, but killing it returns the stolen item.
* Let the partner engage Waterworker when practical. Its Item-Change attack targets
the party leader and can turn carried items into junk.
* Protect against equipment theft before the upper Clock Tower floors.
Lesson Learner can steal equipped gear; Rogue-set protection or a
Block-Theft effect closes that risk.
* Carry instant-death protection or several Fairy Blessings for Beezlewrights and
other late threats with instant-death effects.
* Protection blocks many ordinary status ailments, but it is not universal. Do not
rely on it against every theft, de-equip, level-down, bust-down, rust, curse,
knockback, or instant-death effect.
* If equipment becomes cursed and cannot be removed, use a Purification Tome, use the
matching Forging Tome on that piece, visit a Spa, or finish/leave the dungeon.
These remove the curse instead of forcing you to discard the equipment.
-= Wands at Zero Charges =-
A wand at 0 charges is not completely dead. Throw it at a valid target to apply the
wand effect one final time. The thrown wand is spent, so save this for a blocker,
escape, or kill where the extra activation matters more than keeping the empty wand.
-= Dungeon Missions and Special Rooms =-
Each dungeon carries six mission goals. On the dungeon-select screen, highlight the
dungeon and press left on the movement/D-pad input to view its mission list. Goals
can ask for a clear, a specific carried item, an item use, enemy kills, or another
dungeon-native condition, and completed goals pay items, nectar, or omegaP. Challenge
dungeons also attach a larger Gold Mission Clear reward to the full goal set.
A Hot Spring restores HP, clears negative status effects, and can grant temporary
status protection. A Flower Spring adds a Holy Blossom to the room; use it when
found because it doubles attack, improves omegaP absorption, and makes defeated
enemies drop seeds for the rest of that floor.
-= Dungeon Shops and Roaming Merchants =-
Rinka's dungeon shops use omegaP. Pick up merchandise only when you intend to pay or
have a deliberate theft plan. Leaving the shop area with unpaid goods makes Rinka
hostile and brings Bandit Biters into the theft response. A green shop carpet marks
a sale, cutting Rinka's prices in half.
You can sell items by placing them on the shop floor. Compare the sale value before
discarding equipment during a long run; shop floors can turn surplus gear into the
omegaP needed for later Size Up appraisals or purchases.
Greedrat is a separate roaming merchant that sells expensive equipment and other
items. Petal Gob sells flower and garden items. Treat either encounter as an
opportunistic shop rather than assuming every merchant room uses Rinka's prices.
Omega Power and Skills:
-----------------------
-= Omega Power, Bust Growth, and Size Up Appraisal =-
Defeating enemies releases Omega Power (omegaP). OmegaP earned from qualifying
in-dungeon sources advances bust growth and raises parameters through
the size tiers, up to Z. OmegaP brought in from the Academy does not make you reach
the next bust size faster, and selling items or spending omegaP on appraisal does not
advance that growth either.
"Size Up" is also the game's appraisal process for unidentified items. It spends
omegaP to identify the item; this is separate from the bust-growth meter even though
both systems use the same resource. Carried omegaP is therefore valuable for early
appraisals and shops, not as prepaid bust growth.
Do not spend all carried omegaP immediately. Long dungeons can produce unidentified
gear or expensive Greedrat stock after you have already committed to the run.
At L cup, Hyper L can trigger and temporarily enlarge the character, raising damage,
reducing incoming damage, and knocking enemies back. Treat it as a short power
window, not a permanent state.
"Full Bust" is the shared emergency skill: it temporarily doubles the character's
stats, but enemies defeated while it is active give no omegaP. Use it to survive a
dangerous fight, not while farming size, skill charges, or dungeon currency.
-= Skill Blooms =-
Each playable girl has four Skill Bloom lines. Buy newly available blooms from the
Academy shop and raise each important bloom at least once; the first level unlocks
the associated skill, while further bloom levels improve stats or skill performance.
Skill uses recharge as bust size increases during a dungeon. This makes ωP gain part
of the combat loop: spend a room-clearing or healing skill when it prevents real
damage, then rebuild charges through normal enemy kills and size increases.
Character roles worth building around include:
* Hinata: Buy "Legendary Hinata" (Skill Bloom 2) for 5,000 omegaP and raise it at
least once. It unlocks Botanical Blaze for room clearing and Unbreakable Heart for
surviving a lethal hit at 1 HP.
* Yurika: Healing and extra ωP generation sustain long dungeon runs while speeding
up normal bust-size growth.
* Mei: Mighty Blow guarantees critical hits, and her critical-focused bloom skill
can turn those guaranteed criticals into much larger damage spikes.
* Nanami: Queen's Gaze reveals traps across the floor and is especially valuable
in trap-heavy challenge content.
Equipment and Synthesis:
------------------------
-= Luster and Equipment Progression =-
Weapons, shields, bras, and panties keep their upgrades between ordinary dungeon
runs. Raise luster by synthesizing matching equipment or by using the appropriate
Forging Tome. Standard forge tomes add one point; the plus versions add three.
Early-game gear usually caps at lower Max Luster values than later tiers. Do not
sink rare high-grade materials into a weak base simply because it already has
several upgrades; move to stronger tiers when their base stats and Max Luster
justify replacing the old piece.
Weapon reach matters as much as raw attack:
* Lance-family weapons can hit through the square directly in front
and reach a second square.
* Ichimonji-family weapons attack two squares forward, letting you hit enemies before
they enter normal melee range.
* Scythe-family weapons cover all four orthogonal adjacent squares, letting you hit
enemies that surround you.
-= Flower Synthesis and Assimilation =-
Normal equipment synthesis unlocks after "The Search for Mio." Flower Synthesis
unlocks after "The Search for Mio 3" and uses harvested garden materials to add
effects to equipment slots. Prioritize effects that remove run-ending failure modes
before adding small stat bonuses.
Protect late-run equipment with:
* Block-Dequip on underwear before late armor-type enemies.
* Float on underwear for trap immunity.
* Protection for ordinary status ailments.
* Mighty Blow on a weapon for guaranteed critical attacks.
* Dead Aim on a weapon for attacks that do not miss.
* Block-Theft or the Rogue set for high-floor equipment thieves.
* Instant-death protection for the hardest late dungeons.
When an item has too few useful slots, replace the base rather than forcing every
effect onto it. Long 99-floor runs reward a smaller number of well-protected pieces
more than a bag of half-finished alternatives.
Academy and Garden:
-------------------
-= Nectar, Flowers, and Daily Refreshes =-
Nectar is the permanent Academy resource that drives Skill Bloom growth and garden
development. Keep every unlocked flower bed planted. More planted flowers increase
the recurring nectar payout, while weeds reduce the return until they are cleared.
Once Academy "Jump" unlocks, use it to move directly between major hub destinations
such as the Purchasing Department and flower areas rather than walking between them.
Use the bulletin-board garden management tools once several beds are open instead of
watering and tending every plot manually. The Flower Dial advances garden time and
turns a large planted garden into a repeatable nectar loop.
Water choice changes the harvest. Normal water raises yield slightly; the omegaP
watering options shift which synthesis materials are more likely to appear. A Maiden
Drop matched to its seed family raises that flower's yield further. Follow the
seed/Drop family shown in the item order; flower color alone is not reliable.
A fully expanded garden contains seven areas with eight plots each and 50 seed slots
per plot, for 2,800 planted seeds. Fill the garden before serious nectar farming.
Advancing the Flower Dial by 12 hours costs 3,600 nectar. A full garden produces
4,400 nectar before the care bonus; good upkeep can add another 2,200. Keep weeds
cleared so the care bonus does not collapse, then repeat the 12-hour advance.
Check the glowing pickup near Flora after returning to the Academy; it can grant
another 500-2,500 nectar. Also check the lake-side glow for extra ωP. These refreshes
make even a short dungeon or Sage Trial trip pay something back.
-= Academy Character and Storage Controls =-
To change which girl you control while walking around the Academy, open "System" ->
"Character Control Settings." Use this when a character event or Skill Bloom requires
a different girl than the current Academy leader.
The 30-slot dungeon bag is separate from Academy storage. Buy Locker upgrades from
the Academy shop as they appear; the upgrades raise storage capacity from 100 through
500 items. To retrieve stored gear, open "Items," switch to the "Locker" tab, select
the item, and choose "Put into Bag." You need a free bag slot.
The same shop also sells omegaP Capacity upgrades that let you carry increasing
amounts of omegaP into a dungeon, up to 100,000 omegaP at the final upgrade. Use that
reserve for early Size Up appraisals, Fairy Adventure attacks, or expensive shops; it
does not accelerate the normal bust-growth meter.
Spa upgrades unlock an Academy Spa visit before entering a dungeon and improve its
pool of possible starting effects. Dungeon Spa rooms remain separate encounters.
-= Lost-Gear Recovery at the Academy =-
GPS Straps and Fairy Wings are the reliable protections, but they are not the only
recovery paths. After Pai's fishing events become available, check the Omega Spring
when Pai is fishing. She can sometimes pull up equipment that was lost when you were
defeated in a dungeon; the recovery is not guaranteed, so do not use it instead of
GPS protection on irreplaceable gear.
A TFT Petal creates another recovery chance. If a Tit-for-Tat round occurs
after a game over and you win, the equipment and items that would normally
be lost are returned. Treat this as a bonus rescue, not as a reason to
carry unprotected endgame gear.
-= Free Meals =-
Take the free meal available from the cooking area when it refreshes. Meals occupy
inventory space, but their dungeon effects can exceed ordinary bread and they are
not subject to the same fire and mold problems.
-= Tit-for-Tat Resource Trick =-
Tit-for-Tat has a brief reaction window after the opponent reveals a choice. Use the
color cue and change your selection during that window instead of locking in early:
red indicates Rock, green Scissors, and blue Paper. A win multiplies the omegaP and
seeds earned during that dungeon by 5; a tie gives a 3x reward. OmegaP carried into
the dungeon from the Academy is not part of the Tit-for-Tat multiplier.
Story Progression:
------------------
-= Early and Midgame Blockers =-
* "Distorting Space" - On B3, pick up the rocks and throw them at the
Lucanus. The first dungeon is fixed, so it also works as a repeatable Short
Sword and Wood Shield farm.
* "Holy Cave of the Holy Blossom" - The B6 Tomorrow Knight is much easier with magic
tomes than with a straight melee trade.
* "Looking for Flower Seeds" - The three Pollys copy your actions. Throw stones or
use ranged damage so their copied attacks cannot reach you. The fixed B5/B6 layout
also makes this dungeon useful for Omega Slash Tome farming.
* "Chasing Mei 3" - Destroy both Hades Skull hands first. Losing both hands stuns the
main body and creates the safe damage window.
* "Juri's Scheme 2" - Juri spreads floor traps around the arena. Use Float or reveal
tiles by attacking the ground before crossing them.
* "A Nightmare Investigation" - The Evil Flower inflicts repeated status
ailments. Enter with Protection on gear or a Protect Potion and use
fire damage when available.
* "Holy Wind Cave" - Remove the two Chuckmonkeys first so thrown-item
pressure does not disrupt the Germycelium fight. Fire is the useful
magic choice against the boss.
* "Holy Ice Cave" - Eliminate the two Frighters first. Major Mammoth
resists physical damage, so bring magic or other non-physical damage
rather than trying to outtrade it.
* "Holy Fire Cave" - Pouty Paladin acts twice and fires projectiles. Nimble reduces
the projectile threat; lightning is the useful elemental choice.
* "Return to the Holy Spring" - Keeper of Beauty is vulnerable to ice.
* "Bramble's Castle" - Alraune is vulnerable to fire.
-= Final Showdown =-
The Witch of Desires appears on B40. She summons weak enemies that can obstruct your
movement, but clearing every summon is usually wasted time. Remove only the minions
that block a safe approach or escape lane, then return pressure to the boss.
Her large charged magic attack reaches two squares around her. Either move out before
it resolves or deal a large burst during the charge to interrupt it. Fire damage is
the most useful elemental option. Keep an Escape Tome for the climb, but do not
expect it to substitute for finishing the final boss once the fight has started.
Solutions:
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-= Sage Trials - General Rule =-
There are 20 Sage Trials. Every trial is one floor and uses the no-items, no-partner,
no-level-up rule. Action Skills are allowed for clearing, but using them forfeits the
separate "Available Actions" mission reward. Clear first with skills when needed,
then replay without them if you want that reward.
-= Sage Trial I =-
1. Cross the first room without waking the sleepers.
2. In the second room, move north twice, northeast once, north twice, then northwest.
3. Step into the exit light.
-= Sage Trial II =-
1. Use the slide path north, west, then four spaces south.
2. Move east and south around the wall until the floor sends you to the north side.
3. Finish west, south, east, north, then east into the exit.
-= Sage Trial III =-
1. Collect the four Risky Potions and prepare the three elemental arrows.
2. Position so the red pup is two spaces north and the green pup is already
on a diagonal firing line.
3. Drink the magic-attack potion, hit red with Subzero, green with Inferno, then step
east and hit brown with Thunderclap.
4. Take the Warp Wand and use it on the gob to reach the northern area.
-= Sage Trial IV =-
1. Collect the items and move three spaces north from the start.
2. Use the HP-Halving Wand twice on the purple insect.
3. Step west and throw the wand at the center bird.
4. Move to the northwest corner, drink the Pitching Potion, and finish each
target with the Gold Bullets.
-= Sage Trial V =-
Use Action Skills to remove the gobs if you only need the clear. For the no-skill
route, keep the displacement wand and move the sleeping gobs away from the narrow
diagonal lanes. Your goal is to create a zigzag path through the west pair, the four
pillars, and then the northeast pair. Throw the final wand at the northeast gob to
move it one square down, then pass diagonally to the exit.
-= Sage Trial VI =-
1. Stay about four squares from the monkeys and wait by attacking the air until they
throw their carried items.
2. Work from one side, then the other, until you have the Invincible Potion
and two Omega Slash Tomes.
3. Enter the north room, drink Invincible, and use the two Omega
Slash Tomes on the Fractors.
-= Sage Trial VII =-
1. Use reflected Blasting Wand force on the west Fractor to launch
yourself onto the east ledge.
2. Halve the blocking Fractor's HP, finish it with a bullet, and pick up the Magnet
Tome before moving on.
3. Use Magnet to retrieve the remaining tools.
4. Throw the Transfiguring Wand at the gob to create another reflecting Fractor.
5. Reflect the blast again to return toward the middle.
6. From two squares south of the north Fractor, use Pheromones, then the Puff
Wand, to launch onto the exit.
-= Sage Trial VIII =-
1. Halve the middle enemy twice, then throw the HP-Halving Wand at either side enemy.
2. Throw the Splitterock at the middle target; two enemies should fall.
3. Stand on the side that leaves the exit one diagonal step away after a launch.
4. Wait until the survivor reaches the opposite lower corner, then use
the Bounding Wand to cross.
-= Sage Trial IX =-
The simple clear is to kill the bird with Action Skills. For the trap solution, stay
on the east-west line. Use the Puff Wand when the bird reaches you, throw it on the
next approach, drink Haste when you reach it, cross the killing trap, step one tile
past it, then step back so the pursuing bird triggers the trap.
-= Sage Trial X =-
1. Collect everything and read the supplied tome.
2. Put the potions into the Transform Purse, then throw the purse into a wall to
break it and recover the resulting Lotions.
3. Enter the north room, use Lotion to slide west, then slide north into the gob.
4. Use a character able to survive the forced hit, then slide northeast into the
pillar to reach the exit line.
-= Sage Trial XI =-
1. Throw the rock diagonally at the Robin to wake it.
2. Step north and attack the air westward so the Robin kills the first gob.
3. Step back and use the Wand of Exchange to trade places with the Robin.
4. Use the Robin's copied actions to kill the remaining gobs, collect the second
Exchange Wand, and swap back to finish.
-= Sage Trial XII =-
1. Use the Blasting Wand to push the gob east.
2. Exchange places with it and collect the two additional wands.
3. Exchange back, use the Puff Wand to drive the gob all the way east, then exchange
with it one last time to reach the exit.
-= Sage Trial XIII =-
The fast clear is to kill the enemies with Action Skills, stand in the southeast, and
aim the Bounding Wand northwest. For the no-skill mission, use the southwest trap to
lower your HP, transfer that low HP with the HP-Swapping Wand, use the halving and
Shadow Arrow damage to prepare the group, then detonate a Burnerock when the weakest
enemy is surrounded. Finish the survivor with the last Shadow Arrow and use the same
southeast-to-northwest Bounding Wand exit.
-= Sage Trial XIV =-
1. Equip the supplied bra and panties so thrown items can cross the walls.
2. Chain the Exchange Wands through the gobs to collect the next wand in each pocket.
3. Continue the exchange chain until you reach the final sleeping gob.
4. Stand adjacent to it, aim southeast, and use the Bounding Wand to reach the exit.
-= Sage Trial XV =-
Using Action Skills to kill the enemies is the practical clear and only sacrifices
the separate Available Actions reward. If you want that reward, the puzzle is a
strict potion-movement route: collect each movement potion without wasting a
charge, use diagonal steps around the potion that must be saved for the return,
and keep the last two charges for the final northward corridor and its trap.
Restart immediately if a potion is consumed on the wrong segment; the remaining
route has no spare charge.
-= Sage Trial XVI =-
1. Use HP-Swapping and HP-Halving on a side enemy, not the middle target.
2. Wake the middle enemy with an arrow and lure it toward the water.
3. Throw the swap and halving wands to prepare the second low-HP target.
4. Group the weakened enemies and use the Burnerock to kill two in the chain blast.
5. Lure the final enemy into position and throw the Exchange Wand to reach the exit.
-= Sage Trial XVII =-
With Novice Panties equipped, Yurika can use Paradise to float and make the clear
simple. Without that route, throw the supplied wand at the north gob and use the
Bounding Wand to land near the exit.
-= Sage Trial XVIII =-
1. Pull the first two gobs north with the Enticing Wand to open the starting lanes.
2. Move the third gob north and throw the wand to shift the fourth gob east.
3. In the five-gob room, pull the lower-left gob northwest twice, then move the
upper-left gob northwest beside it.
4. Pull the upper-right gob west three spaces and the top gob southwest once.
Pass the cluster diagonally.
5. In the next pair, move the lower-right gob north twice, take the next wand,
then move the lower gob east.
6. Pull the gob blocking the north hall six spaces south.
7. At the exit group, move the upper-left gob west once, wake the middle gob with the
Puff Wand, circle around its pursuit, and step into the exit.
-= Sage Trial XIX =-
1. Blast the Robin east twice.
2. Move north and attack the air so the Robin kills the east-side gobs.
3. Exchange with the Robin and collect the tools.
4. Puff the Robin back west and use the Bounding Wand to send yourself west.
5. Position the Robin near the north pillar, then Puff it beside
the gobs blocking the exit.
6. Make the Robin kill those gobs and use the Exchange Wand on it to reach the exit.
-= Sage Trial XX =-
The first island requires two case-sensitive Blank Book inputs:
1. Put Plain Ol' Water into the Transform Purse to create a
Bounding Wand with zero charges.
2. Rename one Blank Book "Absorb", read it on the purse, and pick up
the expelled Bounding Wand.
3. Rename the second Blank Book "Wand", read it on the Bounding Wand, and
give the wand one charge.
4. Use the Bounding Wand to leave the island.
5. Take and equip the Glacial Bra and Glacial Panties, then throw the wand at the
bird to cross the next gap.
For the easiest completion, use Yurika after this point: her floating skill bypasses
much of the remaining trap-and-gob routing while allowing you to keep the Lotion for
the separate carry-out objective. For the no-skill reward, unequip the Glacial set
before the de-equip trap, use Enticing Wands to open diagonal lanes through the gob
rooms, use the bomb trap to kill the bomb enemy and its awakened gob, then use Lotion
to cross the spear section. At the final island, transform the spare tome into a
bird, Puff it near the exit, equip the Glacial set, and Exchange with the bird.
Postgame and Challenge Dungeons:
--------------------------------
-= Character Trials =-
Each of the seven playable girls has a 10-floor character trial. The first clear must
use that girl alone with no brought items; after the first clear, you may use any
girl. Build the named character's Skill Blooms before the attempt. The Grim boss on
B10 resists status-based shortcuts, so save Haste, Invincible, healing, and
direct-damage skills for the finish.
* Hinata: Strong enemies appear early. Botanical Blaze clears dangerous rooms;
conserve the best potions for the B10 Grim fight.
* Berune: Every normal attack from both sides is a critical hit. Carry 1,000-5,000
omegaP for Size Up appraisal because many finds are unappraised, and favor an
Ichimonji for two-space attacks.
* Mei: You begin at Z bust size and can usually find Z Bust Tomes. Trickykitty
appears on the lower floors and Blaze Draig from B7 onward; both can kill an
underbuilt Mei quickly. Hyper Omega Slash deals 999 damage in front of you but
returns Mei to her normal bust size, so reserve it for a real escape or kill.
* Mio: Equipment is scarce while bullets and stones are common. Carry omegaP for Size
Up, fight cheaply on the early floors, and preserve ammunition for B7-B10.
* Nanami: Traps dominate the run. Use Queen's Gaze to reveal a floor and carry omegaP
for Size Up appraisal rather than walking blind through trap-heavy rooms.
* Juri: Both Juri and enemies have Dead Aim, so attacks do not miss. Do not rely on
evasion; if you exploit Juri's angry state, Miracle Wink drains twice as much
omegaP and accelerates her growth.
* Yurika: Greedrat can appear here. Carry about 5,000 omegaP so a useful shop spawn
is not wasted for lack of buying power.
-= The Secrets of the Clock Tower =-
"The Secrets of the Clock Tower" is a 99-floor endurance dungeon where items and a
partner are allowed. After clearing "A Nightmare Investigation," buy access from the
Academy shop for 10,000 omegaP. It opens before the ending, but a protected late-game
equipment set is a much safer time to make it a serious target.
High-floor priorities:
* Block equipment theft before Lesson Learner appears.
* Block instant death or carry several Fairy Blessings.
* Carry Escape Tomes and enough food for bad layouts.
* Keep a Fairy Wing available to protect the inventory if the leader falls.
* The B99 reward includes Goddess Spear, Goddess Shield, Goddess
Bra, and Goddess Panties.
-= Rinka's Test Site =-
After "Final Showdown," buy "Rinka's Test Site" from the Academy shop for 30,000
omegaP. It is a 24-floor boss rush with no partner and no dungeon leveling, but
brought items are allowed. Enter with already upgraded equipment; the dungeon is not
intended to build a weak character into a strong one during the run.
Mei with Mighty Blow gives the first clear consistent critical damage. Bring
revival, healing, Haste, Invincible, and permanent-stat potions rather than
food-heavy inventory. B14 is a
repeatable source of the +3 Forging Tomes and becomes an efficient gear-upgrade stop
even after you no longer need the boss rush itself.
-= A Distant Garden =-
After "Final Showdown," buy "A Distant Garden" from the Academy shop for 50,000
omegaP. It is a 99-floor no-item, no-partner start and the hardest standard challenge
dungeon. You may carry omegaP into the run even though items are prohibited. Enter
with up to 100,000 omegaP if you can afford it so Size Up appraisals and Greedrat
purchases do not force bad early choices.
Do not rush the first floors. Gain levels and collect a backup weapon before the
enemy tiers accelerate. Prioritize Fairy Blessings whenever a shop offers them and
retain protection against sleep, item change, rust, confusion, de-equip, theft, and
instant death as those effects appear.
-= Stoic Mode =-
Stoic Mode unlocks after you clear every normal dungeon, including all Challenge
Dungeons. It reuses the same dungeon layouts and enemies, but removes every active,
passive, and stat benefit from Skill Blooms and disables TFT Petals.
Each stage's Gold Mission reward resets in Stoic Mode, so those rewards can be earned
again. Clearing the entire Stoic set gives no additional completion reward; use it
for the harder replay rules after your normal postgame gear and garden are ready.
-= Fairy Adventures =-
After the related Nem and Pai Academy events make it available, buy "Fairy
Adventures" from the Academy shop for 10,000 omegaP. Nem and Pai then become
selectable for Story dungeons you have already cleared; they cannot enter Sage
Trials or Challenge dungeons.
The fairies cannot equip normal dungeon gear and do not get hungry. Their long-range
magic attack costs 1 omegaP, so carry a small starting reserve. Picked-up weapons,
shields, bras, and panties are converted directly into omegaP.
Their room skills give the two fairies different farming jobs. Nem's "Omega Parade"
removes every enemy in the room and can turn them into seeds, but awards no EXP or
omegaP. Pai's "Omega Carnival" removes the room for a large omegaP payout, again
without EXP. When Nem and Pai adventure together, "Omega Fleur Sanctuary" becomes
available as both fairies pass each 10-level breakpoint; it converts the room into
omegaP and seeds without granting EXP. Choose Nem for seed pressure, Pai for omegaP,
or the pair when you want both resources.
Cheats and Exploits:
--------------------
-= Blank Book - High-Value English Keywords =-
Blank Books can become another tome by renaming the book to the case-sensitive
keyword shown in that tome's description, then reading the renamed book. Rename it
before use; leaving the dungeon clears a Blank Book back to blank.
High-value exact keywords include:
* "Escape" - Escape Tome
* "Guiding" - Guiding Tome
* "Finder" - Trap Finder
* "Remover" - Trap Remover
* "Magnet" - Magnet Tome
* "Ascend" - Tome of Ascending
* "Descend" - Tome of Descending
* "Omega" - Omega Slash Tome
* "Sleep" - Somnambulance Tome
* "Confuse" - Confuse Tome
* "Roomy" - Roomy Tome
* "Windlord" - Windlord's Tome
* "Weaken" - Tome of Regression
* "Grimoire" - Grimoire
* "Purify" - Purification Tome
* "Protect" - Protection Tome
* "Absorb" - Absorption Tome
* "Purse" - Purse Fattener
* "Wand" - Wand Charger
* "W.Forging" - W. Forging Tome
* "S.Forging" - S. Forging Tome
* "P.Forging" - P. Forging Tome
* "W.Forge+" - W. Forging Tome+
* "S.Forge+" - S. Forging Tome+
* "P.Forge+" - P. Forging Tome+
* "Bust" or "Z" - Z Bust Tome
Blank Book keywords are case-sensitive. The three plus Forging Tome keywords add
three luster points at once. For Sage Trial XX, "Wand" produces the Wand Charger.
-= Shoplifting =-
A late-game shop theft can bypass the normal Rinka fight if you already own a
Tome of Ascending or Tome of Descending, or a Blank Book that can be rewritten
for the same staircase-warp effect.
1. Pick up the shop goods you want.
2. Leave the paid shop area so the theft state begins.
3. Immediately use the Ascending or Descending effect to warp to the appropriate
staircase and leave the floor.
4. Do not attempt the method without a working floor-transition item; Rinka and
Bandit Biters make a normal escape much more dangerous.
-= Reaper Kill and Goddess Scythe Farm =-
Reaper appears after you stay too long on a floor. It acts twice per turn, can move
through walls, and is not a reasonable normal fight. Use Hinata after unlocking
Unbreakable Heart from "Legendary Hinata" when deliberately farming it.
1. Bring Haste, an HP-Swapping Wand with charges, a room-damage finisher such as
Omega Slash, and an Escape Tome.
2. Let Reaper approach until one normal double-action sequence can defeat Hinata and
trigger Unbreakable Heart, leaving her at 1 HP.
3. Use Haste so you can act safely around Reaper's double turns.
4. Hit Reaper with the HP-Swapping Wand, transferring Hinata's 1 HP state to it.
5. Finish the remaining HP with a direct magic or room-damage attack.
6. Leave safely after the kill unless you deliberately prepared for another Reaper.
Reaper can drop the Goddess Scythe, but the drop is not guaranteed. Repeat with fresh
consumables instead of risking a long inventory to chase one extra attempt.
DLC:
----
-= Three Gameplay Dungeons =-
Three separate gameplay dungeon DLCs are available on Steam, along with a bundle
containing all three. They become Challenge Dungeons after clearing "Holy Cave of
the Holy Blossom." Open "Menu" -> "Dungeon" -> "Challenge" to enter an installed
DLC dungeon once that story gate is cleared.
* "Flower Fantasia" concentrates seed farming for garden expansion and synthesis.
* "Mystic Omega Spot" concentrates omegaP farming for Size Up appraisals, shops,
and late challenge preparation.
* "Whetstone Caverns" concentrates Forging Tomes. The stairs require clearing the
enemies, but repeated runs can raise weapon, shield, and underwear luster much
faster than ordinary story farming.
The Digital Deluxe package listed on Steam contains the base game plus cosmetic,
weapon, and music DLC; the three gameplay dungeons are sold separately or as their
own bundle. Check ownership before assuming a Deluxe purchase installed them.
-= Free Vox Weapons =-
The seven Vox weapon DLCs are free on Steam. After the Academy shop is available,
owned Vox items can be purchased through the shop rather than appearing automatically
in the dungeon inventory.
Technical Issues:
-----------------
-= Windows PC Notes =-
The Windows release uses the "Omega Labyrinth Life" ruleset and is single-player.
Steam Cloud is supported, and normal single-player does not require an internet
connection after installation. Steam itself now requires Windows 10 or later even
though the game's original store requirements list older Windows versions.
-= Save and Cloud Recovery =-
Steam Cloud tracks one save file under the game's installation directory:
[Steam Library]\steamapps\common\Omega Labyrinth Life\Documents\LocalSaveData_0.svd
If you are inside a dungeon, use "Return to Title" first and continue from the
suspended run later. Do not use Alt+F4 or a hard close to manufacture a checkpoint;
an abnormal exit can count as a knockout and bypass normal item protection.
With the game fully closed, copy the save before a high-risk 99-floor run, testing
risky mods, or moving an installation when you want a manual recovery point. Keep
the backup outside the game directory. If Steam Cloud presents a conflict after a
restore, compare the local and cloud states deliberately so the older copy does not
overwrite the recovery. Manual backup is an external PC recovery method, not an
in-game checkpoint feature.
-= Start a Completely New Save =-
Use the in-game erase option when possible. Once you can walk around the Academy,
talk to the save NPC and choose the option that clears the current save data. Back up
the save first if you might want the old run later.
If you cannot reach that option, use the PC file fallback:
1. Close the game and temporarily disable Steam Cloud for "Omega Labyrinth Life."
2. Back up, then delete:
[Steam Library]\steamapps\common\Omega Labyrinth Life\Documents\LocalSaveData_0.svd
3. Launch the game and confirm that a new save is created before playing further.
4. If you re-enable Steam Cloud, inspect any sync conflict carefully and keep the
new local file rather than restoring the old cloud save by accident.
-= Controller Triggers or Buttons Do Not Work =-
1. Connect the controller by USB and restart the game.
2. In Steam, open the game's Controller Layout and apply the standard Gamepad
template or enable the appropriate Steam Input support.
3. If only LT/RT remain unavailable, use U/O on the keyboard as the trigger fallback.
4. If confirm and cancel feel reversed on an Xbox-style controller, remap A/B through
Steam Input rather than relying on the port's Switch-style button positions.
5. If the controller was unplugged after launch and is no longer detected,
reconnect it and restart the game.
-= Keyboard Layout =-
The default PC keyboard mapping follows gamepad positions rather than normal PC
conventions:
* WASD - Movement / D-pad
* H or Enter - A-equivalent confirm
* J or Esc - B-equivalent cancel
* L - X-equivalent
* K - Y-equivalent
* U / O - Left / right trigger equivalents
* Y / I - Left / right shoulder equivalents
* Arrow Keys - Right-stick equivalent
* Left Ctrl - Select equivalent
* Space - Start / touch-mode entry in applicable scenes
There is no normal in-game key-remapping menu. If the layout is uncomfortable, use
Steam Input or another external remapper rather than editing undocumented
configuration values or registry data.
Reference:
----------
-= Core Dungeon Loss Rules =-
* Temporary dungeon level resets when the run ends.
* Leader defeat ends the run even if the partner survives.
* Normal defeat loses carried inventory and equipped gear unless
a protective effect applies.
* GPS-tagged lost equipment returns to the Academy shop for repurchase.
* Fairy Wings protect carried items on defeat.
* Fairy Blessing revives the leader automatically.
* Escape Tome returns you safely with the current haul when escape is allowed.
-= Late-Game Equipment Priorities =-
Weapon:
* Mighty Blow
* Dead Aim
* Damage/stat slot appropriate to the weapon
Underwear:
* Block-Dequip
* Float
* Protection or encounter-specific immunity
Long 99-floor runs:
* Block-Theft or Rogue-set protection
* Instant-death protection
* Fairy Blessings
* Fairy Wing
* Escape Tomes
* Food protected in purses
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CheatBook DataBase 2026 is a freeware cheat code tracker that makes hints, tips, tricks
and cheats (for PC Cheats, Walkthroughs, PSP, Sega, iPhone, Wii U, Playstation, Playstation
2, XBox, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color,
N-Gage, Nintendo DS, gamecube, XBox 360, Dreamcast, Super Nintendo) easily
accessible from one central location. (Release date January 10, 2026)
- All Cheats and Codes inside from the first CHEATBOOK January 1998 until today.
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