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* LonelyFuneral: As stated under MoneyForNothing, gold does nothing but change your funeral on the game over screen. Having little to no gold reserves results in nobody appearing at your funeral.
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* CursedItem: Weapons and armor are sticky pieces of equipment. Cursed consumables as intended with their negative effect, springing themselves upon the player by being unidentified.

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* CursedItem: Weapons and Weapons, armor and rings are sticky pieces of equipment. equipment, but will automatically unequip themselves after some time. Cursed consumables work as intended with their negative effect, springing themselves upon the player by being unidentified.
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* RespawningEnemies: When enough time has passed on a level, a red background flash will indicate all monsters respawning at once.
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* CursedItem: Weapons and armor are sticky pieces of equipment. Cursed consumables as intended with their negative effect, springing themselves upon the player by being unidentified. Additionally, cursed items also shrouds the map.

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* CursedItem: Weapons and armor are sticky pieces of equipment. Cursed consumables as intended with their negative effect, springing themselves upon the player by being unidentified. Additionally, cursed items also shrouds the map.
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* CursedItem: Weapons and armor are sticky pieces of equipment. Cursed consumables as intended with their negative effect, springing themselves upon the player by being unidentified. Additionally, cursed items also shrouds the map.


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* RegeneratingHealth: HP is recovered over time, in small amounts after taking several steps.


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* TrapDoor: These traps drop you down to the lower level. Monsters on lower level respawn, and players that remember their position could exploit getting additional items.


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* UnknownItemIdentification:
** Although weapons and armor have fixed values, they're kept hidden until they're used at least once for a given character.
** Canes, Potions, Scrolls and rings are referred to by colour. When they're identified by experimenting with them or by reading an appraise scroll, the effect will be stated in the description.

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Commented out some Zero Context Examples


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* {{Medusa}}: Medusa and Gorgons, in all their [[StandardStatusEffects blinding, confusing]] and [[LevelDrain power draining glory]]. No TakenForGranite though, luckily.

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* {{Medusa}}: Medusa and Gorgons, in all their [[StandardStatusEffects [[StatusEffects blinding, confusing]] and [[LevelDrain power draining glory]]. No TakenForGranite though, luckily.



* PaletteSwap: Every enemy. [[UpToEleven Even the final boss.]]
* NintendoHard: '''Oh so much!'''
* PressXToDie: See DeathByGluttony above.

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* %%* PaletteSwap: Every enemy. [[UpToEleven Even the final boss.]]
*
boss.
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NintendoHard: '''Oh so much!'''
* %%* PressXToDie: See DeathByGluttony above.
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* SchizoTech: While storming this medieval castle with your primitive weaponry and magic gear, you will encounter robots armed with RayGuns. It's never explained why. The first ones you encounter, Robots, are passive until disturbed, [[DemonicSpiders for a good reason]]. Chasers and Dunes are encountered later, and are aggressive from the get-go. They're all fast, tough, powerful, relentless and can kick your arse at any range.

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* SchizoTech: While storming this medieval castle with your primitive weaponry and magic gear, you will encounter robots armed with RayGuns.[[RayGun ray guns]]. It's never explained why. The first ones you encounter, Robots, are passive until disturbed, [[DemonicSpiders for a good reason]]. Chasers and Dunes are encountered later, and are aggressive from the get-go. They're all fast, tough, powerful, relentless and can kick your arse at any range.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/51eja5cmbel.jpg]]

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trope names should not be changed with potholes


* NintendoHard: '''Oh so much!'''



* [[NintendoHard Sega Hard]]: '''oh so much!'''

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* {{Medusa}} Medusa and Gorgons, in all their [[StandardStatusEffects blinding, confusing]] and [[LevelDrain power draining glory]]. No TakenForGranite though, luckily.

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* {{Medusa}} {{Medusa}}: Medusa and Gorgons, in all their [[StandardStatusEffects blinding, confusing]] and [[LevelDrain power draining glory]]. No TakenForGranite though, luckily.



* {{Ninja}}: Ninjas, [[BanditMook Shinobis and Sasukes]]

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* {{Ninja}}: Ninjas, [[BanditMook Shinobis and Sasukes]]Sasukes]].


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* ShoutOut: The Floor Shark's attack animation is a clear reference to the iconic poster for ''Film/{{Jaws}}''.

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* MoneyForNothing: You can find gold in the labyrinth, but you can't spend it. So what function does gold serve in this game? Getting you a nicer grave and more people to attend your funeral in the event of a GameOver.



* PressXToDie: It is possible to die from overeating.

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* PressXToDie: It is possible to die from overeating.See DeathByGluttony above.
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* PressXToDie: It is possible to die from overeating.
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A 1991 {{Roguelike}} released by Creator/{{Sega}} for the SegaGenesis. Originally available as a download-only title in Japan (via the failed Sega Meganet service), it was released in other countries on ordinary cartridges. The aim of the game is to reach the the 30th floor of the titular labyrinth in an attempt to recover a holy goblet from a dragon.

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A 1991 {{Roguelike}} released by Creator/{{Sega}} for the SegaGenesis.UsefulNotes/SegaGenesis. Originally available as a download-only title in Japan (via the failed Sega Meganet service), it was released in other countries on ordinary cartridges. The aim of the game is to reach the the 30th floor of the titular labyrinth in an attempt to recover a holy goblet from a dragon.
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* InventoryManagementPuzzle: You've got different menus for potions, staffs, weapons, scrolls, armor, and rings. There is only so much you can carry in each, but they're independent from each other. So you have to manage ''six'' different inventories.

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* InventoryManagementPuzzle: You've got different menus for potions, staffs, weapons, scrolls, armor, helmets, shields, bows, and rings. There is only so much you can carry in each, but they're independent from each other. So you have to manage ''six'' ''nine'' different inventories.
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* [[NintendoHard Sega Hard]]: '''oh so much!'''


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* [[NintendoHard Sega Hard]]: '''oh so much!'''
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*[[NintendoHard Sega Hard]]: '''oh so much!'''

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* GoddamnedBats: Literally and figuratively, in the form of Bats, Killer Flys and Clays. It's nearly impossible to outrun the later two, and Clays can steal your food.



* {{Ninja}}: Ninjas,[[BanditMook Shinobis and Sasukes]]

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* {{Ninja}}: Ninjas,[[BanditMook Ninjas, [[BanditMook Shinobis and Sasukes]]

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* BlobMonster: Jellies, Amoebae, [[AsteroidsMonster Blue Jellies]] and [[LevelDrain Mercuries]].



* GoddamnedBats: Literally and figuratively, in the form of Bats, Killer Flys and Clays. It's nearly impossible to outrun the later two, and Clays can steal your food.



* InventoryManagementPuzzle: You've got different menus for potions, staffs, weapons, scrolls, armor, and rings. There is only so much you can carry in each, but they're independent from each other. So you have to manage ''six'' different inventories.

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* InventoryManagementPuzzle: You've got different menus for potions, staffs, weapons, scrolls, armor, and rings. There is only so much you can carry in each, but they're independent from each other. So you have to manage ''six'' different inventories. inventories.
* {{Medusa}} Medusa and Gorgons, in all their [[StandardStatusEffects blinding, confusing]] and [[LevelDrain power draining glory]]. No TakenForGranite though, luckily.
* {{Necromancer}}: Who can't actually raise the dead. Those flames and confusion spells can hurt though.
* {{Ninja}}: Ninjas,[[BanditMook Shinobis and Sasukes]]
* PaletteSwap: Every enemy. [[UpToEleven Even the final boss.]]


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* SchizoTech: While storming this medieval castle with your primitive weaponry and magic gear, you will encounter robots armed with RayGuns. It's never explained why. The first ones you encounter, Robots, are passive until disturbed, [[DemonicSpiders for a good reason]]. Chasers and Dunes are encountered later, and are aggressive from the get-go. They're all fast, tough, powerful, relentless and can kick your arse at any range.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

A 1991 {{Roguelike}} released by Creator/{{Sega}} for the SegaGenesis. Originally available as a download-only title in Japan (via the failed Sega Meganet service), it was released in other countries on ordinary cartridges. The aim of the game is to reach the the 30th floor of the titular labyrinth in an attempt to recover a holy goblet from a dragon.

[[{{Roguelike}} Considering the genre]], [[NintendoHard it isn't quite that simple.]]
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!!''Fatal Labyrinth'' provides examples of:

* CharacterLevel: Instead of numbers, each level has a different title.
* DeathByGluttony: You never know how much food is on the ground, and if you reach 99+ fatigue, you die on the spot, your last words being "I'm stuffed."
* EverythingTryingToKillYou: ''Even the food is trying to kill you.''
* HaveANiceDeath: Depending on how much money you have when you bite it, more or less people will show up at your rock/modest headstone/shrine.
* InventoryManagementPuzzle: You've got different menus for potions, staffs, weapons, scrolls, armor, and rings. There is only so much you can carry in each, but they're independent from each other. So you have to manage ''six'' different inventories.
* RandomlyGeneratedLevels: Sort of. There are 28 different level designs for as many levels (10, 30 and 31 are always the same), but they appear randomly - level 4 in one playthrough could be level 23 in another, albeit with different coloured tiles. Played straight with item and enemy placement though.
* ThrowingYourSwordAlwaysWorks: Granted, you'll likely be carrying around multiple weapons, but throwing a weapon you aren't intending to use is actually a valid strategy. Throwing any useless equipment is a good way to test for [[ChestMonster Ghosts and Mimics.]]
* WizardNeedsFoodBadly: The player needs to eat to survive, and food is finite per floor.
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