The Maze module is a Hard-tier navigation puzzle. Its official rule: "Use the maze number written in Braille to move the red dot to the point with the green light." The quiet danger here is the first few moves — maze problems punish a rushed start before the rhythm settles.
How the Maze Module Works
- Set up. The module shows a maze. The target is a green-light point; the player moves a red dot.
- Read the maze number. A Braille number identifies which maze layout corresponds to a particular solution path/table row.
- Navigate. The Blind moves the red dot through the maze to the green light, guided by the relay.
Why It Is Hard
- Braille digits are the input and the trap. A misread maze number sends the team to the wrong maze entirely. Have the Deaf read it back as a confirmation before anyone moves the dot.
- Direction callouts need reference. Left/right/up/down must be from a single agreed perspective — same rule as the cable (wires) module guide.
- There is often no undo. A wall hit can cost a strike, so move the dot one cell at a time and confirm each move.
A Cell-by-Cell Relay
- Deaf reads the Braille maze number; Mute confirms the route.
- Blind announces the red dot's current position.
- Team instructs one move at a time — "one up, one left" — and waits for the Blind to confirm the dot moved before the next.
- Continue until the red dot reaches the green light.
The maze first appears in the campaign as a fixed slot on Level 18 — see the campaign level database. For every module at a glance, start with the modules overview.
This page is a community guide — strategies reflect the launch version (September 2026) and may shift after patches. The in-game defusal manual is always the final authority.