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Montabi rooms guide: Cafe, Store, Vending Machine, Gotcharm, and Stickards

Choose between recovery, deck cleanup, and a new build piece with a clear plan for the next fight.

Official Montabi gameplay screenshot for Montabi rooms guide: Cafe, Store, Vending Machine, Gotcharm, and Stickards
The route map determines when a run can recover, refine its deck, or add a new build piece.
Quick answer
  • Room choices shape a run before the next fight starts.
  • The Cafe is the recovery and deck-management stop; the Store, Vending Machine, Gotcharm, and Stickards offer different kinds of build support.
  • Pick the room that fixes the next problem in your run, not simply the room with the most tempting reward.

Rooms between battles

  • Cafe: heal, level up, or remove a card.
  • Convenience Store: buy supplies and equipment.
  • Vending Machine: receive a random piece of equipment.
  • Gotcharm: receive a random charm.
  • Event: encounter a random event.
  • Stickards: enhance a card with a Holo sticker or remove a card for a price.
Montabi screenshot showing a branching route map
Plan the next room around the next problem your team must solve.
Montabi screenshot showing a team loadout
A focused loadout makes each room reward easier to judge.

Choose the room that fixes the run

Low health points to recovery. A card that keeps ruining your hand points to cleanup. If the team is stable but going nowhere, take a room that can add an item or new direction. The best room changes with the run.

When to visit Stickards

Stickards can attach a Holo sticker to a card or remove a card for a price. Save it for a card you keep playing. A permanent boost on a card that sits in your hand does very little.

Do not route on autopilot

A random equipment or charm can be useful, but it cannot repair every weak run. Before entering a room, name the immediate constraint: low health, an unfocused deck, missing damage, poor positioning tools, or a lack of synergy. Then choose the room that addresses that constraint.