After each maze you'll have 50 items to repair - this is basically done by a form of research, and gives you rewards such as boosters, gems, pots and materials needed in later research. Once all mazes are done, and the buildings repaired you'll gain access to Eden, and may begin work to unlock Space.
All Mazes in the Maze Set are 30F long, have a RX-Enhanced Attacker (Machine Enemy) and a Researcher Soul (Ghost Enemy), have a special Enemy every 5 floors (which is advised to get rid off with Nether Wicks, and has a M-38 Destroyer (Firearm Weapon), that can be upgraded in various ways (does NOT count as Gun for Gun Dealer's special ability, but counts for Condottiere's Ability). The Boss of each of the Mazes requires to have a special path in the Firearm Upgrades to be chosen to effectivle battle the boss.
First Maze Set[]
Tactical Hall is unlocked by finishing:
Cultivation Hall is unlocked by finishing:
Second Maze Set[]
Tarmac is unlocked after finishing:
Third Maze Set[]
Energy Hall is accessible once at least one of the following mazes has been completed and the corresponding broken hall fully repaired:
- Energy Hall No. 1 (Maze) (Gas)
- Energy Hall No. 2 (Maze) (Uranium Ore)
- Energy Hall No. 3 (Maze) (Electricity)
Broken Halls:
- Broken Energy Hall No. 1 (Gas) (at the extreme right of Eden)
- Broken Energy Hall No. 2 (Uranium Ore) (left-most hall, besides Tarmac)
- Broken Energy Hall No. 3 (Electricity (just left of Hall No. 1)
Fourth Maze Set[]
Hall of Overseeing is unlocked by finishing the finishing the corresponding maze and repairs
Eden's Land[]
Once Eden is fully repaired, access to Eden's Land is unlocked. Eden's Land functions like a normal Maze, with 80 DPS quests and two gumballs. Rather than having its own theme, it borrows the themes and features from other mazes.