Rule 01
Enter at A
Begin on the tile marked A. The maze may start on any of its three decks, so locate the pulsing route marker first.
Deck 01 · The structure
The exploded 3D view shows how three decks stack into a single structure. The 2D plan makes every wall exact. Solving means moving between them.
Lens 01 · 3D isometric
An exploded architectural view of every deck, every open floor, and the route threading between them. Hover to pull the decks apart.
Lens 02 · 2D precision
A focused deck plan with crisp wall geometry and generous touch targets. It follows your route automatically as you change decks.
Press V on the board to switch lenses at any time
Deck 02 · The rules
Rule 01
Begin on the tile marked A. The maze may start on any of its three decks, so locate the pulsing route marker first.
Rule 02
Move one tile at a time through open edges. Dark wall segments block movement within the current deck.
Rule 03
Open floors connect to the deck below. A sealed tile cannot take you down; moving up requires an open floor above.
Rule 04
Use 3D to understand how the decks connect, then switch to 2D for a precise, focused floor plan.
Rule 05
Build one continuous route to X without revisiting tiles. Backtrack freely when a promising corridor becomes a dead end.
Deck 03 · The strategy
Note · 01
Sealed floors are the scarce signal — they shape the entire route. Notice where you cannot change decks before committing to a corridor.
Note · 02
The 3D view reveals structure; the 2D view makes individual walls unmistakable. Switch whenever the route feels ambiguous.
Note · 03
If the entrance branches too widely, inspect the exit deck and reason backwards toward the nearest open floor.
Note · 04
Arrow keys or WASD move on a deck. Q and E move vertically, V changes view, and Backspace retraces one move.
Exit found
The maze itself is harder. A fresh three-deck challenge is generated every morning — find its exit and keep your streak alive.