You. Reach the exit ring.
Gems unlock the exit.
Bare spikes never drop. Every one of them stands where you would rather walk, so take the long way.
Outlined spikes are gates: up 1.1s, down 1.3s. A gate sits where there is no way round, so time it.
Thin walls have a slit too narrow for you.
A pill shrinks you for 7 seconds — through the slit, and hard for a monster to catch. Shortcuts only; every room can be finished without one.
Walkers pace a fixed line.
Hunters follow you through the maze.