Delve Labyrinth - Complete Guide
What the Labyrinth actually is
The Delve Labyrinth is a mega delve built like Torghast. Blizzard splits it into 9 wings. In game they are chambers. The first one shipping in 12.1.5 is the Labyrinth of Kindo'jan, an ancient Amani funeral complex tied to Halazzi, Akil'zon, Jan'alai and Nalorakk. Valeera Sanguinar is the companion on the reputation track, so the delve companion you already invested in is the one walking this with you.
A chamber is not an empty corridor. It has an objective, and it usually ends on a miniboss. On the PTR pass the objectives were things like helping Dundun against treasure looters, killing creatures that are wrecking a room, breaking a ritual, or finding a soul's steed so he can leave in peace. The bosses have real mechanics. On higher tiers some of those mechanics one-shot you. Treat tier 8+ like a dungeon, not like a tier 3 delve you can face-tank.
How a run is built
You choose the tier when you enter. Tiers 1 through 11, same idea as regular delves, and the reward band follows the tier. Corrosive powers work in here the same way they work in a normal delve. You do not get a new power system just because the map is bigger.
Blizzard's stated design is that you can leave and come back to the same progress, so a 9-chamber clear does not have to be one sitting. On the PTR build used for this video, leaving reset the whole labyrinth. Do not plan a split clear until that is confirmed on live. Budget 60 to 90 minutes if you are going to walk all 9 chambers in one go.
- Clear all 9, then loot: the checkpoint rewards hit three times. That is 3 bountiful coffers and 6 rare chests.
- Loot in the middle, for example after 4 chambers: you get the full 3-chamber checkpoint, plus a small extra chest for the 4th chamber.
- That small chest is crests, Voidlight Marl and Undercoin. It is not a second bountiful coffer.
What the checkpoints actually drop
The bountiful coffer in here is not a copy of a normal bountiful. Each coffer rewards a champion piece, so a full 9-chamber run is 3 champion pieces if you take all three coffers. Every bountiful coffer also drops a hero fragment.
That fragment is the cousin of the champion fragment from the Atal'aman weekly and the Atal'aman miniboss. Two champion fragments combine into a champion piece. The Labyrinth hero fragment is stricter: you need 3 of them before they combine into a hero piece. One full run is exactly one hero piece if you take all three coffers. Two runs if you only loot one checkpoint.
Undercoin, Voidlight Marl and crests are bumped compared with a normal bountiful. New housing decor and new transmog sit in the same chest pool. Tier 11 is the one that also opens the myth and hero crest chest at the checkpoint. If you are only here for crests, do not spend the run on a tier you already outgear.
Gear, fragments, and the thing people will waste
| Source | What you get | Full 9-chamber run |
|---|---|---|
| Bountiful coffer | Champion piece + hero fragment | 3 champion pieces, 3 hero fragments = 1 hero piece |
| Rare chests | Same family as a bountiful delve, with higher Undercoin, Marl and crests | 6 rare chests if you loot after all 9 |
| Tier 11 crest chest | Myth and hero crests | Once per checkpoint, so up to 3 |
| 4th / 5th / 7th / 8th chamber | Small chest: crests, Voidlight Marl, Undercoin | Only if you loot between checkpoints |
| Blessed Loa Armament | Hero piece, you pick the slot | From two of the loa-room sturdy chests. Not every run. |
| Kindo'jan chest | Separate nemesis coffer | Once you have unlocked and killed him |
The four loas and the new faction
The labyrinth is built around Halazzi, Akil'zon, Jan'alai and Nalorakk. Reputation is a new faction, The Labyrinth of Kindo'jan. Power and cosmetics both sit on it. The special loa rooms are locked behind reputation, not behind a tier, so a tier 11 clear on a fresh character does not open Halazzi's room.
Reputation, rank by rank
Nine ranks. Each one turns something on. The early ranks are the ones that change how you clear. The late ranks are the rooms and the Delve-O-Bot chip.
| Rank | What unlocks | Why it matters |
|---|---|---|
| 1 | Rank 5 curios from labyrinth end chests | Rank 5 curios do not drop from regular delves. Labyrinth only. |
| 2 | Locked room, keymaster, and the three masks | Extra mislaid chests every run, plus follower masks. Title track for Lockpickin' starts here. |
| 3 | Akil'zon loa rooms | First sturdy-chest rooms. Eagle toy, enchant, speed power. |
| 4 | Chamber bird | Finish the objective and a bird spawns. It is a flight path to the next location, not a combat pet. |
| 5 | Jan'alai loa rooms | Dragonhawk toy and enchant. Fire power was a temporary conduit on this build, not a permanent stack. |
| 6 | Loa totems | Four totems, two-minute buffs. This is the rank that makes high tiers feel fair. |
| 7 | Nalorakk rooms | Bear toy, Ironhide, and the primary-stat power that stacks per chamber. |
| 8 | Delve-O-Bot 7001 chip | The toy now includes the labyrinth. Quality-of-life, not a power spike. |
| 9 | Halazzi loa rooms | Last rooms. Cheat-death, lynx enchant, feet trail. This is the rank you want before you care about every sturdy chest. |
Loa rooms and what is inside them
Inside a loa room you get Sturdy chests. They are the ancient chests. A room chest can pay crests up to myth, reputation with The Labyrinth of Kindo'jan, and the loa transmog set pieces: shoulder, head, back. Each loa also has three signature items in its rooms: a toy, a hand enchant, and a power that works inside the labyrinth.
Toys, hand enchants, powers
Toys
| Toy | Loa | What it does on you |
|---|---|---|
| Nalorakk's Strength Charm | Nalorakk | Hand glow |
| Feathers of Akil'zon | Akil'zon | Feathers on the wrists |
| Rite of Jan'alai's Flame | Jan'alai | Flames on the head |
| Trail of Halazzi | Halazzi | Feet glow |
Loa-Blessed Victory is the fifth toy, and it is not in a room chest. It comes from killing Kindo'jan.
Hand enchants
These are the Ancient Hash'ey Battle Arts. They work outside delves. That is the part worth farming even if you do not care about the labyrinth itself.
| Enchant | Effect |
|---|---|
| Eye of the Lynx | Haste and leech on you and allies |
| Ursine's Ironhide | Defense shield proc in combat |
| Heat Wave | Fire split damage proc in combat |
| Falco Strikes | AoE nature damage, 20% chance to double hit |
Labyrinth powers
These only do their job inside the labyrinth. Two of them stack for the whole run, which is why a later chamber is easier than chamber 1 if you picked the right one up.
| Power | Effect on this build |
|---|---|
| Trail of Halazzi | Cheat death once per labyrinth visit. Buff name: Halazzi's Shroud. |
| Nalorakk's Strength Charm | +3% primary stat per chamber completed. Stacks for the run. |
| Feathers of Akil'zon | +3% movement speed per chamber completed. Buff name: Akil'zon's Swiftness. |
| Rite of Jan'alai's Flame | No permanent “every chamber” item in the 282xxx block on this PTR build. Fire is wired as a temporary conduit instead. A later build may fill that hole. |
Blessed Loa Armament
Two of the loa-room sturdy chests also contain a warbound item called Blessed Loa Armament. It is hero quality. Use it and you choose the slot: head, neck, shoulder, back, chest, wrist, hands, waist, legs, feet, finger. Not trinkets. Not weapons.
You can mail it to an alt and let that alt choose, or choose now and send the piece later. Once the slot is picked it is warbound anyway. This is the cleanest hero piece in the labyrinth if your main is missing a specific armor slot and your alt is the one with the reputation.
The locked room and the keymaster
Rank 2 opens this. Somewhere in the labyrinth there is a locked room. The room is not in a fixed wing. It moves every time you start a new labyrinth. Somewhere else there is a keymaster. He also moves. Kill him, take the key, open the door.
Behind the door: 3 or 4 mislaid chests. They pay Undercoin, reputation, Corrosive Coins and Voidlight Marl. This is repeatable value, unlike the sturdy chests. If you are farming the faction, the locked room is mandatory, not optional.
Masks, from the same rank
Rank 2 also scatters three masks: elemental, frost and fire. Click a mask and it follows you and hits what you are hitting. Happy Hexmask Collector is all three in one run. They are easy to walk past if you are rushing the objective. Loop the side rooms before you take the bird.
Bird, totems, Delve-O-Bot
Rank 4 is the bird. Complete the chamber objective and it spawns as a flight path to the next point. It does not replace looking for chests. It does stop you from backtracking the long way once the wing is done. Use it after you have checked the room, not before.
Rank 6 is the totems. Four of them, one per loa, scattered through the labyrinth. Click one and you get two minutes.
| Totem | Two-minute buff |
|---|---|
| Nalorakk | Defense shield |
| Jan'alai | Pulsating fire damage around you |
| Akil'zon | Speed and a mini bloodlust |
| Halazzi | Execute. Non-boss mobs die at 20%. |
Halazzi's totem is the trash delete. Akil'zon's is the one you save for a miniboss that has a movement mechanic. Nalorakk's is the one-shot insurance on tier 11. Rank 8 only upgrades Delve-O-Bot 7001 so the labyrinth is on the toy. Useful. Not a power.
Sturdy chests: open these last
There are sturdy chests in the loa rooms and more of them scattered through the labyrinth. The scattered ones pay the same crest, reputation and transmog pool, but they do not pay the loa-specific toy, the hand enchant, the power, or the warbound hero gear. Those four live in the rooms.
- Pick the character who needs the crests before you click anything.
- Get comfortable on the highest tier you can clear without dying to the first miniboss.
- Then open. Not before.
- Locations move between runs, but they use a set of spawn points. A chest that was not in a hallway last run can be there this run.
Mislaid treasures
Mislaid chests are the repeatable ones. They spawn through the labyrinth, including in rooms and hallways you have already cleared. The video rule is simple: when a chamber is done, walk back through it before you take the bird. A chest that was not there on the way in can be there on the way out.
They pay Undercoin, reputation, and the usual delve currencies. The amount scales with tier, so a tier 11 backtrack is worth more than a tier 4 backtrack. Two achievements sit on them: Treasures Upon Treasures at 10, and A Few More Can't Hurt at 50. The locked room adds another 3–4 per run once you have rank 2.
Kindo'jan
Kindo'jan is the new nemesis in 12.1.5. He is not available just because you walked in. Clear all 9 chambers on tier 8 or above and his chamber opens on the north side. It is one boss. He spawns adds and he brings the loas in. Mechanics that were annoying on a chamber miniboss are the fight here.
Achievement rewards, from the PTR pass
| Condition | Reward |
|---|---|
| Kill him alone | Title: Fabled Vanquisher of Hash'ey |
| Kill him alone or with other players | Mount: Loa-Blessed Wayfarer. Title: Loa-Blessed |
| All 9 chambers plus the kill, no deaths, alone or grouped | Title: Lone Raider |
The nemesis chest
- Delve transmog
- Toy: Loa-Blessed Victory
- Delve map
- 2 Corrosive Souls
- Heroic Soul Fragment
- 148 Undercoin
- Delve decor
- 10 Myth crests
- 10 Hero crests
That crest line is why the nemesis is not a cosmetic fight. Ten myth and ten hero on top of the checkpoint chests is a weekly-relevant kill if the live build keeps the table.
The two new curios
Rank 1 is what lets labyrinth end chests drop rank 5 curios. Regular delves do not. Two new ones showed up on this pass.
| Curio | Type | Effect |
|---|---|---|
| Dusty Loa Totem | Combat | 30-second boost when you enter combat, then again every 60 seconds you stay in combat. Random each time. Might of the Loa: +20% max health and +12% Strength. Grace of the Loa: +20% Speed and +12% Haste. |
| Viperwind Idol | Utility | In combat you can proc a swirl. You keep moving and casting. Pools drop under you and damage anything standing in them, then the pools explode for a second hit. |
Dusty Loa Totem is the one to rank up first if you are pushing tier 11. The health roll covers the one-shots. The haste roll covers the objectives that are a damage check. Viperwind is free damage while you do the mechanic, which is the whole point of a utility curio in a labyrinth.
Achievements
| Achievement | How | Reward |
|---|---|---|
| Knock Knock | Enter the labyrinth | — |
| The Labyrinth of Kindo'jan | 9 chambers in a single run | — |
| Whose Labyrinth | 9 chambers in a single run on tier 11 | Title: Maze Runner |
| My Labyrinth | 100 chambers total | — |
| Treasures Upon Treasures | Loot 10 Mislaid Oddities | — |
| A Few More Can't Hurt | Loot 50 Mislaid Oddities | — |
| Happy Hexmask Collector | All 3 masks in one run | — |
| Lock and Key | Open a locked door | — |
| Lock and Key Master | Open 20 locked doors | Title: Lockpickin' |
| Kindo'jan Labyrinth Discoveries | All 38 sturdy chests | Title: Treasure Hound |
| Fabled Let Me Solo Him: Kindo'jan | Kill the nemesis alone | Title: Fabled Vanquisher of Hash'ey on this pass |
| Let Me Solo Him: Kindo'jan | Kill him alone or grouped, on this pass | Mount: Loa-Blessed Wayfarer |
| The First Hash'ey | Kill him alone or grouped | Title: Loa-Blessed |
| One-Champion Army | 9 chambers and the nemesis, no deaths | Title: Lone Raider |
There is also a tier-unlock chain. Completing 3 chambers on a tier unlocks the next delve tier in Midnight Season 2. That is why a labyrinth clear is not only a labyrinth clear. It is how the season's delve ladder moves.
Where the reputation comes from
Some of it is once per account. Some of it prints every run. Do the once-per-account opens on the highest tier you can clear. Do the repeatable stuff on whatever tier you can finish without wiping the timer you do not have.
| Source | Repeatable? | Notes from the pass |
|---|---|---|
| Sturdy / ancient chests | No. Once per account. | 38 on the discovery achievement. Some in loa rooms, the rest in the wings. Spawn points are fixed, the active set changes per run. Reputation scales with tier. Notes from the pass put a chest at 150. |
| Mislaid treasures | Yes | Can appear in rooms you already cleared. Backtrack. Scales with tier. |
| Locked-room mislaid | Yes, after rank 2 | 3–4 chests once the keymaster is dead. |
| Checkpoint bountiful | Yes | Every 3 chambers. Scales with tier. |
| Kindo'jan's Labyrinth Journey | From chests | The token in the loot window. It is the faction item, not a curios. |
How to actually get ready for him
Do not open sturdy chests on the learning runs. That is the whole push plan.
- Learn the chamber objectives on a tier you cannot fail. Dundun escorts, ritual breaks, and the steed soul are the ones that waste time if you do not know the clickable.
- Rank the faction to 2 before you care about efficiency. The locked room and the masks are free power and free reputation.
- Rank 4 next, so the bird exists. Rank 6 before you attempt the tier you want the crests from. The Halazzi execute and the Nalorakk shield are the difference on a bad pull.
- Take Dusty Loa Totem as the combat curio once rank 5 versions drop. Take the shroud if you have Halazzi's room. Take Nalorakk's primary stat if you are missing a damage check.
- Clear 9 chambers on tier 8 or higher. That is the key to the north room. Not a single checkpoint. All nine.
- Open sturdy chests only on that character, on that tier, after the route is boring.
- For Lone Raider, do the deathless attempt on a tier you have already cleared once. The title does not care that you suffered. It cares that nothing killed you.

