Maze Module
Maze is a Hard module that works like a tiny navigation puzzle. A red dot has to reach a green light through a grid with walls you can’t see on the bomb. The walls live in the manual, which holds several maze maps, and the Braille maze number tells you which map applies. From there, the team guides the dot one move at a time – and a single wrong move sends it all the way back to the start. It first appears on Level 18.
| Module | Maze |
| Type | Standard defusal module |
| Difficulty | Hard |
| First appears | Level 18 |
| Named in levels | 18, 19, 20 and 24; can also be rolled in Random Hard slots |
| Clues | The Braille maze number, the red start and the green target |
| Goal | Move the red dot to the green light |
| Penalty | A wrong direction sends the marker back to its starting position |
How the Module Works
The manual holds a set of maze layouts – one guide counts six. The Braille maze number, which only the Blind Monkey can read, selects the right one. On the bomb, the team can see where the red dot starts and where the green light is, but not the walls. The Mute Monkey, looking at the correct map, works out a route, and the dot is moved one step at a time until it reaches the green light.
Use Coordinates, Not Descriptions
Guides describe the grid with columns and rows: columns A to F from left to right and rows 1 to 5 from top to bottom. Whatever system your group uses, agree on it before the first move, because “near the corner” is useless when a single step decides the run.
| A | B | C | D | E | F | |
| 1 | A1 | B1 | C1 | D1 | E1 | F1 |
| 2 | A2 | B2 | C2 | D2 | E2 | F2 |
| 3 | A3 | B3 | C3 | D3 | E3 | F3 |
| 4 | A4 | B4 | C4 | D4 | E4 | F4 |
| 5 | A5 | B5 | C5 | D5 | E5 | F5 |
Who Does What
| Role | Job on Maze |
| Blind Monkey | Reads the Braille maze number; makes each move |
| Deaf Monkey | Reports where the red dot and green light are; tracks the dot after each move; relays directions |
| Mute Monkey | Selects the map by the maze number, plans the route and signals one direction at a time |
Step-by-Step Relay
- Read the maze number. The Blind Monkey reads the Braille and reports it; the Deaf Monkey repeats it. Don’t move anything until it’s confirmed.
- Locate start and target. The Deaf Monkey gives both as coordinates: “Red at A2. Green at C4.”
- Plan the route. The Mute Monkey finds the map and traces a path around the walls.
- Send one direction. The Mute Monkey points; the Deaf Monkey says it: “Blind: right.”
- Move and confirm. The Blind Monkey repeats “right?”, moves once and says “done”. The Deaf Monkey reports the new position: “Red now at B2.”
- Repeat until green. One move, one confirmation, one new position – every time.
Callout Script
- Blind “Maze. Braille four.”
- Deaf “Maze four. Red at B1, green at D4. Mute, first move?”
- Mute Points down.
- Deaf “Blind: down.” – “Down?” – “Yes.” – “Done.”
- Deaf “Red now at B2. Mute, next?”
If a Move Goes Wrong
A wrong direction sends the marker back to its starting position. Don’t panic and don’t guess where you are. The Deaf Monkey reports the dot’s current position, the Mute Monkey restarts the route from the beginning, and the team continues one step at a time. Because the route was already planned, the second attempt is usually much faster.
Common Mistakes
- Moving before the maze number is confirmed. The wrong map means every move is a guess.
- Vague positions. Use coordinates for the start, the target and every new position.
- Calling the whole route at once. One missed step and nobody knows where the dot is.
- Taking an unconfirmed second move. The Blind Monkey should never chain moves.
- Losing the position during Chaos. After an interruption, the Deaf Monkey re-reports where the red dot is.
- Mixing directions with another module. On Level 24, Maze shares the bomb with Monkey-Says. Always say which module a direction is for.
Where You’ll Meet It
| Level | Timer | Modules | Chaos |
| 18 | 4:00 | Random Easy + Maze | Alarm |
| 19 | 4:00 | Random Easy + Random Medium + Maze | Slider + Alarm |
| 20 | 5:00 | Random Easy + Maze + Switch | Pressure + Alarm |
| 24 | 5:00 | Random Easy + Monkey-Says + Maze | Pressure + Slider |
| 25 and later | Varies | Can be rolled in Random Hard slots | Varies |
One suggested role plan: the map reader owns the route, the Blind Monkey never takes an unconfirmed move, and the remaining attention goes to Chaos interruptions.
Practice Checklist
- The maze number is read, repeated and confirmed before any move.
- The team uses a fixed coordinate system.
- Start and target are reported as coordinates.
- The route is planned in full, then sent one move at a time.
- Every move is repeated before it’s made and confirmed after.
- The dot’s position is reported after every move and after every interruption.
FAQ
How do we know which maze map to use?
The Braille maze number on the module selects the map in the manual. Only the Blind Monkey can read it.
What happens if we make a wrong move?
The marker goes back to its starting position, so the route has to begin again. Report the dot’s position and restart one step at a time.
Can we see the walls on the bomb?
No. The walls come from the map in the manual, which is why the Mute Monkey plans the route.
Where does Maze first appear?
On Level 18, with one Random Easy module and the Alarm.