3D Maze

* Steam
* Wireframe

## Image Informatiom

### Flavour Text

You are in a maze of twisty passages, all alike. Exits are to the north, south, east, and west.

## Module Display

Navigate a maze which the defuser sees in a first-person perspective. Identify the correct maze by finding letters on the floor.

### Next Module

Silly Slots

The 3D Maze module involves mazes, except here, the defuser sees in a first-person perspective. It is similar to Mouse in The Maze, except instead of looking for spheres and a torus, you're looking for letters on the floor to solve the module.

To disarm the module, the defuser must use edgework to calculate row and column numbers, and then find a cardinal direction to move from that row and column somewhere in the maze. The first wall in the maze moving in the cardinal direction from the calculated row and column position is the goal wall, which must be moved through (from either side) to solve the module.

## Manual Pages

* Original
* Embellished (Timwi)
View Original

* The defuser starts in a random position and orientation in one of the ten mazes below.
* Locate the defuser using a 3D view of the maze walls, which also shows the symbol on the floor of the current space, and if there is a symbol in the space ahead.
* The maze map is cyclic; moving off one of the edges will take the defuser to the space on the opposite side, provided there is no wall in between the space.
* One of the walls is the goal, the rest will cause strikes if moved into.
* To defuse the module, locate the goal wall, and move through it from either side.
* Using the methods below, calculate a row (0-7), a column (0-7), and a direction; the goal wall will be the first wall from these coordinates in the given direction.

***Row:***

* Start with the first numeric digit in the serial number.
* Add 1 for every unlit indicator with a letter in **“MAZE GAMER”**.
* If the row number is greater than 7, subtract 8.

***Column:***

* Start with the last numeric digit in the serial number.
* Add 1 for every lit indicator with a letter in **“HELP IM LOST”**.
* If the column number is greater than 7, subtract 8.

***Direction:***

* Each maze contains three star icons marked on the map.
* On the floor in each of these locations is a letter, which maps to the direction to the goal wall: “N” becomes North, “S” becomes South, “E” becomes East, and “W” becomes West.
* Beware of letters not in these marked locations, they carry incorrect decoy instructions!

View Original

* The defuser starts in a random position and orientation in one of the ten mazes below.
* Locate the defuser using a 3D view of the maze walls, which also shows the symbol on the floor of the current space, and if there is a symbol in the space ahead.
* The maze map is cyclic; moving off one of the edges will take the defuser to the space on the opposite side, provided there is no wall in between the space.
* One of the walls is the goal, the rest will cause strikes if moved into.
* To defuse the module, locate the goal wall, and move through it from either side.
* Using the methods below, calculate a row (0-7), a column (0-7), and a direction; the goal wall will be the first wall from these coordinates in the given direction.

***Row:***

* Start with the **first numeric digit** in the serial number.
* Add 1 for **unlit CAR, CLR, FRK, FRQ, MSA, NSA, SIG, TRN** (MAZE GAMER).
* If the row number is greater than 7, subtract 8.

***Column:***

* Start with the **last numeric digit** in the serial number.
* Add 1 for **lit BOB, CLR, IND, MSA, NLL, NSA, SIG, SND, TRN** (HELP IM LOST).
* If the column number is greater than 7, subtract 8.

***Direction:***

* Each maze contains three star icons marked on the map.
* On the floor in each of these locations is a letter, which maps to the direction to the goal wall: “N” becomes North, “S” becomes South, “E” becomes East, and “W” becomes West.
* Beware of letters not in these marked locations, they carry incorrect decoy instructions!

ABCABDABHACDACHADHBCDBCHBDHCDH
## Striking and Solving

The module will cause a strike if:

* an incorrect wall is hit.

The module will be disarmed when:

* The goal wall is reached.

## Strategy/Trivia

* The best way to determine where the defuser is in the maze is to ask them to find a straight stretch of path with at least two letters in them. These are shown in the embellished manual page.
* As you give directions to your defuser, when you reach a lettered space, ask your Defuser to make sure the space has the same letter. If it doesn't, you will then know that something is wrong.