If you are OK for agility points, go along either of the side walls (you will automatically jump out of the way of the moving blades hidden in the walls). The room is not dangerous, however, as choosing the wrong grills only results in you having to find you way back to the starting grill and trying again.
There is only one correct path through the grills (shown on the map). G) The mosaic door, which opens when the correct tile is inserted. F) The tile marked in red on the map is the correct tile for the door. E) The three tiles marked in yellow on the map are incorrect tiles and will not open the mosaic door. D) Flash powder, which can be used to temporarily blind rogue guards. C) This room with spikes protruding from the floor can be seen from the viewing gallery but apparently is not connected to any other part of the maze. The two locked doors in the west part of the maze open up a shortcut that is considerably quicker than the standard route.
Players with level 80+ Thieving can pick the locks of these doors. 9) Moving blades hidden in walls (less-dangerous obstacles). 8) Areas patrolled by Rogue Guards (dangerous obstacles). 7) Floor blades (less-dangerous obstacles). 6) Ledges, either hand-hold ledges or "bridges" (both less-dangerous obstacles). 3) Contortion bars (less-dangerous obstacles). 2) Spinning blades on pedestals (dangerous obstacles). Most, if not all, have been found.ġ) Floor traps of all sorts, including floor spikes and pressure pads. Some of the less-visible traps may have been missed in some of the more remote areas of the map, such as barely-visible floor or wall traps.See the walkthrough below for a detailed guide of getting through the maze. The map, however, is not pixel-by-pixel accurate to the exact placement of the traps, so only use it as a guide. All traps and obstacles on the main routes to the wall safes are marked on the map.This includes the doors to go to the viewing gallery and even includes the first door you use to enter the maze. Each pendulum requires 3 Agility points, so watch your Agility level and take some traps instead of obstacles when necessary to ensure having 6 Agility points left.Īll doors in the maze are one-way: you can only pass them in one direction. However, this strategy is risky for players with Agility levels lower than about 54 or 55, as they can run out of Agility points before they reach the final two pendulums that block access to the wall safes. When there's a choice between passing traps or obstacles, many players prefer to pass the obstacles. They are not dangerous unless you run out of Agility points, in which case you will fail them and immediately leave the maze. You use up Agility points when you pass these obstacles. Less-dangerous obstacles are shown in green. However, only run over 3 traps maximum at a time. This is referred to on this page as the "run trick". Some traps can be run past or over without triggering them, without using up Thieving points. Traps can be disarmed by searching them this uses up Thieving points. You immediately leave the maze if you trigger a trap or touch a dangerous obstacle. Traps and dangerous obstacles are shown in yellow on the map. An efficient run with 80 Thieving takes 4 minutes to complete. Without using the 80 Thieving shortcuts, a single run can take about 7 minutes to complete. He will give players a mystic jewel, which allows players to leave the maze.
In order to start the minigame, you need to talk with Brian O'Richard, and tell him that you want to do the maze. Agility, Thieving and Prayer stats are restored to their normal level when the player leaves the game either via the gem, being caught by a trap or successful completion.īefore you can start the minigame, you need to bank everything as you're not allowed to bring anything into the maze. Additionally, whilst you are in the maze, Prayer is reduced to zero so that the Rapid Restore prayer cannot be used. You also get rewards, which will be explained at the end of the guide. You will gain experience depending on how far you got in the maze. If either of these reaches 0, you lose and have to go back to start. With every trap you disarm, your Thieving level is reduced temporarily, and every obstacle you go through, your Agility will decrease a little. The objective of this minigame is to get to the center without getting caught in any of the many traps.