Sool's world is cut into cubes: raised stone blocks, and the gaps between them, form the maze. Somewhere in it lies a lost key, and it has to reach the dimension gate. But the regions never touch — what carries you over a gap is not walking, it is the mechanism you find on the map. Every maze is generated from scratch, and every solution is proven the moment the map is built: an unsolvable map cannot be produced.
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