The Enchanted Maze

Introduction
This is your chance to find metal gigantuars, gil snappers and rare mini burst pots to enhance your units, as well as rare materials like those used to awaken your units!

General Info

 * Paths are randomly generated every time you enter the dungeon. There is no best path to take.
 * If you go through a correct door, a warp animation will play as you go through the door, and then you will continue on to the next floor.
 * All encounters are static. They are placed at the center of the floor.
 * The second to last floor has 2 doors instead of 3, and 1 of them leads to Minituar (3).
 * The monsters are easy to defeat and it is recommended to bring your Trust Master Reward team with you.
 * It is recommended to do the maze instead of the 15 energy experience vortex during the event. You are guaranteed 35,000 exp in the form of metal cactuars for only 10 energy, which is ~5000 more than the experience vortex. Which also includes the addition of more cactuars, gil snappers, and awakening resources for each correct door guess. The only drawback is having enough space for the collected units and gil required to use the cactuars.

BGN

 * You are presented with 3 doors on each floor, the correct door will warp you further into the maze. 2 doors are correct and 1 is the dead-end.
 * Occasionally a moogle will appear near a correct door.
 * If you are wrong you will find a dead-end floor filled with a Metal Gigantuar.
 * Only the last 2 floors will contain awakening materials (Calamity Writ, Calamity Gem, Prismatic Horn, etc.).

INT

 * There is only one correct door instead of the two in BGN.
 * The first 2 wrong choices you make warp you to the beginning of the same floor, while the third incorrect door will warp you to the exit.
 * Upon completing the maze on INT without a single mistake, a moogle will appear on the final floor with the forked paths. Speaking to it prompts you to proceed to a special goal, which will send you to an exit floor where the final fight may consist of Minituar (3), a Metal Gigantuar, and a Burst Pot.
 * Because of the 2 retries you are guaranteed to get at least one King Gil Snapper which helps offset the cost of using Cactaurs.
 * Given the likelihood of reaching the end compared to BGN, acquiring Star Quartz or Screamroot may be easier and 5 nrg cheaper.

ADV

 * You are presented with 3 doors for each floor. Unlike BGN and INT, all doors will warp you further into the maze.
 * The enemies in each floor may differ depending on which door you enter.
 * Occasionally a moogle will appear and say which enemy is behind one of the doors.
 * There are 3 pathways to doors to choose from for the final exit floor.
 * What enemies have been defeated and the final door that is chosen will determine what enemies will appear on the final floor.

Room Encounters
Note: Does not include the occasional spawn of a moogle

This leads to an expected 45,370 EXP per run, while ignoring moogle chance. The minimum experience you will get per run is: 35,040 EXP per run.

Room Encounters
This leads to an expected 92,222 EXP per run. The minimum experience you will get per run is: 60,110 EXP per run.

Floor Sets
The set of doors will always be one of the following combinations. There is no way to know which one it is per floor unless a moogle provides a hint.

Pathing
Given the room combinations there are 81 different paths one can take. There are 3 paths that are the most desirable (the 3-of-a-kinds).
 * The player has no control over the first room's encounter, but can make decisions for subsequent rooms based on moogle hints.
 * The final room will be based on the previous rooms' encounters.
 * 1 of each type (e.g. xp, burst, gil) = 1-3 Minituars
 * 2 were the same type (e.g. xp, xp, gil) = Gil Snapper Family, Burst Pot, or King Metal Minituar
 * 3-of-a-kind (e.g. gil, gil, gil) = 1 Mini Tough Pot, 1 Mini Magi Pot, and 1 Minituar along with one from the above list.

Difficulty Comparison Chart
Chance to get to each room

1,000,000 simulated runs (INT):