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The Maze

Nights that move the walls, rooms and traps, Watchers, the sculk infection, compasses and the way out.

Day and night

The maze runs on its own clock, independent from the Overworld.

PhaseDefault lengthWhat happens
Day12000 ticks (10 min)Gates are open, Watchers are underground
Warninglast 30 seconds of the dayA bell rings in the Glade
Night8000 ticks (6 min 40 s)Gates close, walls move, Watchers emerge

Carry a clock anywhere in your inventory to see a countdown until the gates close or open in the action bar.

Shifting walls

At the start of every night, wall segments in every sector slide one cell into a new position. Each sector follows a movement cycle of 8 nights: the walls move further for the first half and return along the same path in the second half.

The ground where walls have moved shows how long ago the last movement happened:

Nights since the wall movedGround
0Packed mud and coarse dirt
1Coarse dirt and rooted dirt
2Rooted dirt and moss
3 or moreFully overgrown with grass, ferns and bushes

From ring 3 outward, wide boulevards cross the sectors and never change.

Rooms

Rooms are placed inside the maze and never move.

RoomDescription
LootOld library with bookshelves, chests and barrels
SpawnerDark dungeon with a mob spawner and bones
NetherNether fortress corner with farmland and a brewing stand
LavaRuined portal with obsidian, basalt and eternal fire
OreMine shaft with ores that grow back over time
QuarryExcavation site with suspicious sand and gravel to brush
PitfallMoss carpet over a deadly 26 block drop onto dripstone
ShelterSafe spot with an azalea hedge, a crafting table and a chest
VillageSmall settlement. Villagers appear when a player comes close
SymbolTemple with one rune and its number for the exit code
ExitThe exit terminal in front of the outer wall

Traps

Quiet corridors can contain spike traps, arrow traps and small corridor pits - 3 × 3 patches of moss over a hole. Traps become more common in the outer rings.

Watchers

Watchers are wardens that dig their way out of the ground at night and burrow back down at sunrise.

PropertyDefault
Health120
Melee damage12
Sonic boomDisabled
Maximum per player1 in rings 1 and 2, 2 from ring 3 outward
Maximum in the whole maze12

Watchers only emerge in quiet corridors, never in rooms or the Glade.

Drops: a rune compass pointing to one of the symbol rooms, and with a 25 % chance an exit compass.

Sculk infection

A hit from a Watcher infects the player or raises the infection by one stage. Untreated, the infection advances by one stage every 5 minutes.

StageEffects
1Darkness pulses and sculk particles
2Adds Slowness I and Mining Fatigue
3Adds Slowness II, Weakness, Hunger and damage every 4 seconds. No longer wears off
  • Damage stops at half a heart by default. The infection can be made lethal in the config.
  • Players at the last stage infect players standing within 2.5 blocks with a 5 % chance per second.
  • Only a golden apple cures the infection. Milk has no effect.

Compasses

CompassPoints toHow to get it
Glade compassThe GladeSupply chests in the maze
Rune compassOne symbol roomDropped by Watchers
Exit compassThe exit terminal25 % chance from Watchers
Bunker compassThe entrance of the Old BunkerGiven when entering the Scorch for the first time

All compasses spin during a sandstorm while the player is under the open sky.

Escaping the maze

  1. Find the 8 symbol rooms in rings 2 to 5. Each one shows a rune and a number.
  2. The number tells you the position of that rune in the exit code.
  3. Enter the runes in the right order at the exit terminal.
  4. The exit gate in the outer wall opens for everyone and stays open.
  5. Walk through the tunnel into the Scorch.

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