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Silent Maze Guide: Finding the Way Out by Sound

Abdelilah Marrouss
Abdelilah Marrouss
20 Oct 2026 · 3 min read

Every maze in Silent Maze starts in total darkness. The kid carries a brass bell, and ringing it sends out an echo that lights the nearby walls for a moment before they fade to a faint outline the game remembers. The catch is written into the code in two numbers. A ring lights the walls 7.5 cells away, but a creature with normal hearing picks it up from about 10 cells away. Every ring shows less of the maze than it gives away.

Every sound has a range

Sound Echo seen Heard by a creature
Footstep 1.3 cells 1.6 cells
Creaky board 3.2 cells 6.7 cells
Puddle splash 3.2 cells 6.7 cells
Thrown pebble 3.2 cells 7.7 cells
Lever 4.5 cells 9.6 cells
Bell ring 7.5 cells 10.4 cells

The heard column is each sound's loudness multiplied by 1.6, for a creature with normal hearing. Each creature's own hearing scales that figure further. Walking is nearly silent, which makes the bell the one sound that is entirely the player's choice.

The pebble is the exception that makes the rest work. It lands where it's thrown, not where the kid stands, and it carries almost eight cells. A pebble thrown down a side passage pulls a creature toward the noise and away from the route.

Level 1-3, Dark Corners. The echo ring is still spreading, and the counter at the top shows 2 of the 3 rings this level allows for three stars.
Level 1-3, Dark Corners. The echo ring is still spreading, and the counter at the top shows 2 of the 3 rings this level allows for three stars.

How a creature hunts

Creatures move between five states: wandering, investigating a noise, searching, chasing and hunting. Their speeds, in cells per second, explain most escapes.

Speed
The kid3.3 cells/s
Creature hunting3.05 cells/s
Creature chasing3 cells/s
Creature investigating2.2 cells/s
Creature wandering1.1 cells/s

The kid is faster than anything chasing it, but only just. A straight run gains about a third of a cell every second, which is enough to break line of sight around two or three corners and not enough to survive a dead end. The kid's own advice when spotted is to run, hide in a locker or lose the creature in the dark. A creature can't find the kid inside a locker.

Three areas

The Cellar, home of the Shade, teaches the basics: ringing, pebbles, lockers and creaky boards, which are loud enough that the game warns about them separately.

The Garden, home of the Thorn, adds gates opened by levers and puddles that splash. A lever is nearly as loud as a ring, so the usual approach is to pull it, then move away fast.

The Clock Tower, home of the Ticker, often holds two of them at once. Its big clock chimes at intervals, and while it does the whole maze lights up and the creatures stop to listen. A chime is the safest moment in the game to cover ground.

The 20th level of each area is a chase. The creature wakes, and the way out is marked by candles.

The Shade Wakes, the Cellar's final chase. Candles mark the route to the door.
The Shade Wakes, the Cellar's final chase. Candles mark the route to the door.

Stars are for silence

Stars in Silent Maze measure how quietly a maze was escaped. Each level has a quiet target, the number of rings allowed for three stars, starting at two in the very first maze. Up to two rings over the target still earns two stars, and any escape earns one. The counter in the corner turns red the moment the target is passed.

Every maze was also tested before release. A bot that routes around creatures, waits, throws pebbles and hides plays each level, and the maze for each level was picked so that the bot's win rate follows a planned difficulty curve.

On a keyboard, Space rings the bell, E hides, Q switches to aiming a pebble, and X stops the kid.

Ring to see. Hide to survive.Open the game page

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