


Corridors can range from 1-8 sections in length, and traversing each section counts as a single round for the sake of calculating status effect duration and Light Meter depletion. As the party traverses the rooms and corridors, the map will show a Torch indicator to track the current position.Ĭorridors are represented by small, dark grey squares connecting rooms. It is also possible to explore parts of the dungeon ahead with varying degrees of precision by triggering a scouting event, which will reveal some or all the contents of nearby corridors and rooms on the map. When entering a room or the sector of a corridor, its content is displayed on the map. Corners and dead-ends always end in a room. Corridors always lead to a room in both directions and never connect more than two rooms, being linear and having no corners.

Dungeons can be more or less intricate or linear depending on the location, while the overall size is determined by the length of the expedition. Every room has the same size and is connected to adjacent rooms by corridors split into four sections. Upon entering a dungeon, the position of all dungeon rooms is revealed.
