G
Size: a a a
G
G
RM
RM
G
RM
G
RM
G
AS
Connect((mazes[0], Line.Bottom), (mazes[2], Line.Top));
Connect((mazes[0], Line.Top), (mazes[5], Line.Bottom));
Connect((mazes[0], Line.Left), (mazes[1], Line.Top));
Connect((mazes[0], Line.Right), (mazes[3], Line.TopBackwards));
Connect((mazes[1], Line.Left), (mazes[5], Line.LeftBackwards));
Connect((mazes[1], Line.Right), (mazes[2], Line.Left));
Connect((mazes[1], Line.Bottom), (mazes[4], Line.LeftBackwards));
Connect((mazes[2], Line.Right), (mazes[3], Line.Left));
Connect((mazes[2], Line.Bottom), (mazes[4], Line.Top));
Connect((mazes[3], Line.Right), (mazes[6], Line.RightBackwards));
Connect((mazes[3], Line.Bottom), (mazes[4], Line.Right));
Connect((mazes[4], Line.Bottom), (mazes[5], Line.Top));
AS
DD
AS
G
DD
DD
AS
AS
Connect((mazes[0], Line.Bottom), (mazes[2], Line.Top));
Connect((mazes[0], Line.Top), (mazes[5], Line.Bottom));
Connect((mazes[0], Line.Left), (mazes[1], Line.Top));
Connect((mazes[0], Line.Right), (mazes[3], Line.TopBackwards));
Connect((mazes[1], Line.Left), (mazes[5], Line.LeftBackwards));
Connect((mazes[1], Line.Right), (mazes[2], Line.Left));
Connect((mazes[1], Line.Bottom), (mazes[4], Line.LeftBackwards));
Connect((mazes[2], Line.Right), (mazes[3], Line.Left));
Connect((mazes[2], Line.Bottom), (mazes[4], Line.Top));
Connect((mazes[3], Line.Right), (mazes[6], Line.RightBackwards));
Connect((mazes[3], Line.Bottom), (mazes[4], Line.Right));
Connect((mazes[4], Line.Bottom), (mazes[5], Line.Top));