Re: [LunaSoft] 悪堕ラビリンス-囚われ魔王と奈落の狂人-
Cleared ending B and C on normal and easy mode respectively.
A quick gameplay guide for anyone out there who's still playing this (not a lot going by the views on this thread).
4 resources: Gold, Iron, Gems and Ether. Ether is the only resource which carries over between stages (both completed and give-up)
Players will ALWAYS be short of iron, next in priority is gems (for summoning troops), gold and lastly ether (since you can farm this at your own pace before continuing with the main story).
Read the tutorial when starting a new game. If you don't know how to dig tunnels and place rooms with gold, or don't have any idea how to bring guardians to the rooms you've created then don't bother reading further.
Basic strategy is to dig out the largest possible room size subject to budget constraints (max 7x7) and then set it to mining (発掘所). Depending on room size, there will be anything between 1-4 room slots where you spend metal for upgrades. Iron is always first in the queue, followed by gems and then gold. Once the base upgrade is in place, upgrade iron to level 5 as soon as you can.
The game recommends building the largest possible room where possible, apart from a larger garrison size having a maximum number of room upgrades makes life simpler as the stages tick along (especially considering the advanced strategy of linking rooms explained below). When considering potential locations for a 7x7 room, always try to incorporate as many special tiles as possible to boost gold, metal and gem income. Bear in mind that connecting all of the rooms via some kind of "super-highway" of corridors is desirable to maximise the room connection benefits.
Summon troops into the rooms. All of the early troops bar the slime can leave their positions to support neighbouring rooms under attack. In general, get strong defenders with lots of HP and/or defence. Depending on how many rooms players intend to excavate for the stage, there will come a point where gem income is "wasted" as players find they no longer need to summon monsters but the need to get strong troops quickly and as soon as possible must also be met.
Quality over quantity. For garrison units, prioritise HP and defence over the attack value. Players will generally be paying top price for the best garrison units to support the initial rooms which will be staffed by brainwashed units. There are only two non-hero healing units, these are necessary to keep the defenders alive for longer before the hero waves overwhelm them. Once the lich comes into play, there should be no need to rely on the vastly inferior imp any longer even if the imp can roam the rooms to support.
As a rule, invaders WILL NOT attack the labyrinth core straight away unless it's the only room in the labyrinth. Summoning 5 elementals and linking all rooms to the core allows the elementals to be a roving support force to assist areas under pressure. This is less effective as the labyrinth gets larger and more complex resulting in the distance between rooms increasing too much for the cavalry to make it in time.
Note the number of turns which must pass before the chapter is considered completed. In general, boss characters in the form of girls of different adventurer classes will attack the dungeon from a random room at set intervals.
During the battle phase, the sword icon enables a lightning strike (similar to dungeon keeper) to damage invaders provided there is at least 40 ether per strike. Useful when a room is about to overwhelmed or when players wish to soften up invaders to make XP gain for guardian monsters easier.
Advanced strategy: When possible, plan your room and corridor layout in such a way that rooms can access each other through a series of connected corridors. When rooms are "connected", they share bonuses. For example a barracks connected to the graveyard will benefit from the graveyard "slow" and "poison" enemy debuffs (to a lesser extent than the graveyard building) and vice versa with guardians in the graveyard getting a small boost to attack and defence.
Applying the above principle, connect multiple mining rooms together as soon as possible. The resource bonus is proportional to the upgrade level of individual mining rooms. Linking everything to the headquarters allows everything to benefit from the labyrinth core special abilities (higher room core health, attack buff, defence buff and core regeneration).
Depending on which ending you're going for, players may or may not want to corrupt the captured girls to do the player's bidding. Brainwashing them makes the game much easier, but so far it seems to lock available endings to B and C out of a possible 5 (A to E). Brainwashed girls carry over their "brainwash level" between stages, so paying the extra 120 and 350 to get the heart metre to 4 is useful since there is a permanent buff to attack and defence of the girl's stats.