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.
| Phase | Default length | What happens |
|---|---|---|
| Day | 12000 ticks (10 min) | Gates are open, Watchers are underground |
| Warning | last 30 seconds of the day | A bell rings in the Glade |
| Night | 8000 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 moved | Ground |
|---|---|
| 0 | Packed mud and coarse dirt |
| 1 | Coarse dirt and rooted dirt |
| 2 | Rooted dirt and moss |
| 3 or more | Fully 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.
| Room | Description |
|---|---|
| Loot | Old library with bookshelves, chests and barrels |
| Spawner | Dark dungeon with a mob spawner and bones |
| Nether | Nether fortress corner with farmland and a brewing stand |
| Lava | Ruined portal with obsidian, basalt and eternal fire |
| Ore | Mine shaft with ores that grow back over time |
| Quarry | Excavation site with suspicious sand and gravel to brush |
| Pitfall | Moss carpet over a deadly 26 block drop onto dripstone |
| Shelter | Safe spot with an azalea hedge, a crafting table and a chest |
| Village | Small settlement. Villagers appear when a player comes close |
| Symbol | Temple with one rune and its number for the exit code |
| Exit | The 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.
| Property | Default |
|---|---|
| Health | 120 |
| Melee damage | 12 |
| Sonic boom | Disabled |
| Maximum per player | 1 in rings 1 and 2, 2 from ring 3 outward |
| Maximum in the whole maze | 12 |
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.
| Stage | Effects |
|---|---|
| 1 | Darkness pulses and sculk particles |
| 2 | Adds Slowness I and Mining Fatigue |
| 3 | Adds 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
| Compass | Points to | How to get it |
|---|---|---|
| Glade compass | The Glade | Supply chests in the maze |
| Rune compass | One symbol room | Dropped by Watchers |
| Exit compass | The exit terminal | 25 % chance from Watchers |
| Bunker compass | The entrance of the Old Bunker | Given 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
- Find the 8 symbol rooms in rings 2 to 5. Each one shows a rune and a number.
- The number tells you the position of that rune in the exit code.
- Enter the runes in the right order at the exit terminal.
- The exit gate in the outer wall opens for everyone and stays open.
- Walk through the tunnel into the Scorch.
