The maze is comprised entirely of reflective ice, sculpted by ice and the sharpest minds of Ihuan architecture. Since it is sculpted using elemental power, its layout is changed after every single game to prevent players from memorizing the layout.
Hidden within the maze are various traps and obstacles built by experienced tinkers and engineers. Some traps are harmless, such as empty pitfalls and nets. Others are deadly.
Because maze-running can vary per game, there are three major game modes that players can specialize in (in order of danger levels):
- Solo Run: Players race against each other to escape from the center of the maze. They will be faced with various traps and obstacles to hinder their path.
- Team Run: Teams (maximum of 4 per team) race against each other to reach the center of the maze. They will be faced with various traps and obstacles to hinder their path. Within the center of the maze are four large platforms. When a platform is occupied by a full team, the platform is raised, and their position is taken into the scoring process. The first raised platform is rewarded -3 points, the second -2 points, the third -1 points, and the fourth 0 points.
- Labyrinth: Players may either compete solo or work in teams to retrieve the ice scepter in the center of the maze and bring it to the judges. Within the maze is a Crystal Climber trained to avoid obstacles by climbing the ice walls and attack any living thing in its territory. If the ice scepter comes into contact with ice, it is automatically returned to the center of the maze.
- Players may not use elemental power within the maze. Automatic disqualification.
- Players may not bring weapons into the maze. Shields are allowed, within reason.
- Players may not climb atop the walls of the maze.
- Points follow an inverted system: the less points a player is rewarded, the better they are.
- The place of the player by the end of the game determines the amount of points they are rewarded. 1st place earns 1 point, 2nd place earns 2 points, etc. In team runs, team members combine their "place points," which is then added to the final score. Players who are eliminated/disqualified receive the largest score (which depends on the number of players currently in-play).
- The nature in which players interact with traps can affect their score:
- Fall (+2): player is caught within trap.
- Spring (+1): player activates trap.
- Miss (0): player avoids trap.
- Try (-1): player makes attempt to disable trap.
- Disable (-2): player disables trap.
- Final Score is determined by adding Place Points and Trap Points. The lowest possible score one could be rewarded while avoiding traps is 1. The lowest score possible score a team could be rewarded while avoiding traps is 10.