Nearly everything in Aquamirae happens inside the Ice Maze, so it’s the first thing you’ll want to find once the mod is installed. It’s a frozen labyrinth of ice walls and drowned canyons, with pirate wreckage scattered through it. Almost every item the mod adds can be found in there somewhere.
What catches most players out is that it isn’t a new biome you need to go hunting for. Aquamirae rewrites the vanilla Deep Frozen Ocean instead, so any Deep Frozen Ocean in your world simply transforms into the Ice Maze.
White ash drifts over dark water, and every corridor might be hiding a pack of hostile Maw. It’s cold enough to kill you in the water too, that’s the part which catches people out in seconds.
Generation
The Ice Maze generates in the Overworld, and it’s built by patching the Deep Frozen Ocean rather than by adding a biome of its own. That biome’s temperature is forced down to -1.0, a canyon carver is added to it, and the mob spawns are swapped over to Aquamirae’s creatures. Particles and ambient sound get replaced as well.

Your debug screen and the locate command will still read Deep Frozen Ocean, because underneath it still is one. The command below finds the nearest, and it’s the fastest way in by a long way. Otherwise, hop in a
Boat and explore, the unique terrain of the Ice Maze should come into view soon enough.
One thing to watch for is that the Ice Maze advancement can also trigger in a Deep Cold Ocean. That’s a separate biome and it gets none of this treatment. If you arrive somewhere that looks like an ordinary cold ocean with no walls, you’re in the wrong place, so keep traveling.
Because the biome sits at -1.0 the surface ices over, but the deep water below stays open. That’s what lets the canyons work as a second maze underneath the first one, and you’ll be able to dive straight down from the surface in most places. A distant ship horn will play at random while you’re in the maze, which doesn’t mean anything is coming.
Features
Walls of
Packed Ice,
Blue Ice and
Snow rise out of the ocean and break the surface up into corridors, which is where the maze gets its name. They’re built in 2 layers, a lower one reaching about 5 blocks and a taller one that can go up to 14. The biggest of them will stand well over your head and block your line of sight completely.
Structures tend to sit tightly inside a single maze, so one landmark usually means several more are close by.
Wisteria Niveis, a rare pink-flowered plant, grows through the ice, and clusters of
Oxyhelium can be found on packed and blue ice. Both are worth stopping for, you’ll want them later.
Ice Walls
Two layers, up to about 14 blocks tall

Layered
Packed Ice and
Blue Ice capped with
Snow, which will funnel you into dead ends. Climbing one to look at the layout is usually faster than walking the corridors, and it’s the easiest way to spot a Camp, Outpost, or a Ship from a distance. These are also the blocks the Maze Mother smashes through when she’s hunting you, so a wall between you and her buys you nothing.
Frozen Canyons
Deep ravines carved into the seafloor
Wide canyons are cut through the ocean floor by the mod’s own carver, and they make up the underwater half of the maze. Most of the loot and all of the dangerous creatures are down there. They’re dark and disorienting, and you might easily lose track of which way is back up, so it’s worth marking your entry point with a block, and some
Sea Lanterns.
Survivor Camps
Snow platforms with supply barrels

Small camps sit on snow platforms with a lit
Campfire, some benches and a few
Barrels. They’re the easiest loot in the maze by a distance, and they’re the one place where food can be picked up reliably before a dive. Each Barrel rolls its contents between 1 and 4 times, and a
Pirate Pouch might turn up in one.
Ice Arches & Spirals
Decorative frozen sculptures

Sweeping arches and spiral towers of ice are generated all over the maze as natural sculptures. Golden Moths flutter around the arches in small groups, and they won’t be found anywhere else, so this is where to look if you want a
Golden Moth Jar. They also make the best landmarks in an area that otherwise looks identical in every direction.
4 built structures generate in the maze as well, all of them pirate wreckage of one kind or another. Each has its own page with the full loot tables. The
Frozen Chest isn’t in this list, as it isn’t a structure, it’s a locked block that sits inside the Pirate Shelter.
The Pirate Ship is the one you’ll want to prioritize. Its captain drops the
Shell Horn, and that’s what summons the Ghost of Captain Cornelia. The Pirate Shelter is the deepest and most dangerous of the 4, since both the Eel and the Frozen Chest are kept down there.
Mobs
Aquamirae replaces the ocean’s usual spawns rather than adding to them, so you won’t be seeing Drowned or Squid down here. The Maw is what you’ll meet first and most often. It spawns in packs of 2 to 4 at a spawn weight of 400, which is why they can feel like they’re everywhere. The Anglerfish is far rarer at a weight of 10.
| Creature | Type | Health | What to Expect |
|---|---|---|---|
| Maw | Hostile | 18 to 22 | Spawns in packs of 2 to 4, weight 400 |
| Anglerfish | Hostile | 30 to 40 | 2 to 4 armor and a 64 block follow range |
| Maze Mother | Miniboss | 100 | 1% chance to spawn alongside a natural Anglerfish |
| Scuttler | Passive | 8 to 12 | Harmless, and it can be raised into a Shellback |
| Spinefish | Passive | 8 to 12 | Schools of 4 to 8 |
| Abyssal Scyphoid | Passive | Scales with size | Drifting jellyfish, spawns in clusters of 2 to 4 |
| Golden Moth | Passive | 3 to 4 | Circles the ice arches, catch it with a Glass Bottle |
| Shipbreaker | World event | Cannot be fought | Roaming leviathan on a 30 minute timer |
The Maze Mother is the nastiest surprise in the maze, and the way she turns up is worth being clear about. Every time an Anglerfish spawns naturally there’s a 1% roll. If it passes, a Maze Mother is spawned at the same spot. She doesn’t replace the Anglerfish, she’s added alongside it, so you might end up fighting both at once.

A few things in the maze never spawn in open water at all. Tortured Souls, the Eel and the armed maze pillagers can only be found inside the pirate structures. The Shipbreaker isn’t a mob in the normal sense either, it’s a roaming world event that passes through on a timer of roughly 30 minutes. Each of those has its own page.
Resources
The Ice Maze is really a resource run dressed up as a dungeon.
Barrels in the survivor camps will cover your food and basic materials early on, and the
Oxyhelium growing on the ice keeps you breathing.
Wisteria Niveis is what gets distilled into a
Niveis Tear later on. The
Frozen Chest is the payoff at the end of all of it.
| Loot | Chance per roll |
|---|---|
| Cod | 21% |
| Salmon | 21% |
| Sticks | 21% |
| Leather | 14% |
| Sharp Bones | 14% |
| Pirate Pouch | 7% |
Oxyhelium is the one to understand properly, since it’s what makes the canyons survivable before you have any gear. Walking into a bud or right-clicking one uses it up, and you’ll be given Water Breathing for 10 seconds. Those 10 seconds stack if several buds are touched in a row.
Push the total past 60 seconds though, and the plant turns on you. Nausea II is applied for 10 seconds, which underwater is genuinely unpleasant. It’s better to top up as you go than to load up all at once.

The Frozen Chests are locked, and the only key is the
Frozen Key dropped by the Ghost of Captain Cornelia. That makes the chest the last thing you open rather than the first. Every chest rolls 8 to 12 times on
Emeralds,
Gold Ingots,
Diamonds and
Golden Apples, then again for enchanted weapons and
Treasure Pouches.
The
Rune of the Storm sits in its own single-roll pool, so exactly 1 will be in every Frozen Chest you open. The 4 Collectible Paintings are the opposite. They can only be found here, and only 1 or 2 items come out of that pool, so finishing the set will take several chests.
That last pool is also where the
Dagger of Greed, a
Totem of Undying and a
Sea Stew can turn up. None of those are guaranteed, which is worth knowing before you burn a Frozen Key expecting one. Sea Stew has no recipe at all, so a Frozen Chest is one of the few places it can be obtained.
Surviving the Maze
2 things kill unprepared players here, and neither of them is the mobs. The first is drowning, because the canyon swims are long and there’s often no surface directly above you. The second is the cold, and the cold works in a way that isn’t obvious.
You’ll only freeze while you’re actually in the water. Standing on the ice, walking the corridors or sitting in a boat does nothing to you at all. The moment you’re swimming in an Ice Maze biome though, frost starts building at 4 times the normal rate, and it will keep going well past the point where the damage starts. Get out of the water and it drains away again.
Don’t dive into the canyons without an air source and a plan for the cold. The long underwater passages will drown you before you find a way up, and the freezing damage stacks on top of that while a Maw pack closes in.
Salvager Armor is the intended answer to both problems, and it’s worth crafting before you commit to the deep sections. It doesn’t give you permanent Water Breathing, which is what most people assume. What it actually does is refill your air bar to 280 the instant it empties, so you’ll be able to stay under indefinitely while all 4 pieces are worn.

Wearing the full set stops the freezing as well, since the cold check is only run on players who aren’t wearing it. Until you have the set, Water Breathing potions and
Oxyhelium buds will do the same job in a rougher way. Night Vision makes the canyons a lot less disorienting, and a boat gets you between ice walls quickly.
Pack more food than feels necessary, as the swimming and the cold will burn through hunger faster than anything else you’ll be doing down there. The full breakdown of the air and freezing numbers can be found on the Surviving the Ice Maze page.
Frequently Asked Questions
Find a Deep Frozen Ocean and travel to it, because every one of them is converted into the Ice Maze automatically. The quickest way is the command /locate biome minecraft:deep_frozen_ocean, which points you at the nearest. Be aware the Ice Maze advancement can also trigger in a Deep Cold Ocean, and that biome gets none of the mod’s content, so keep going until the ice walls are in sight.
Because it still is one. No separate biome is registered for the Ice Maze. The vanilla Deep Frozen Ocean is patched in place instead, with its temperature, carvers, spawns and ambience changed while the biome id is left alone. So the debug screen and the locate command both keep the original name, and the ice walls and mod creatures are what tell you it worked.
She won’t spawn on her own, she has to be summoned. Find a Frozen Pirate Ship in the maze and clear the pillagers on board, and the captain among them drops the Shell Horn. Using the Shell Horn at the ship is what calls her in, so the Pirate Ship is the structure to look for rather than Cornelia herself.
Oxyhelium, which a lot of people search for as oxygelium, is the glowing plant growing on packed and blue ice throughout the maze. Touch or right-click one of its buds and it’s used up, and you’ll be given Water Breathing for 10 seconds. Repeated buds stack that timer, but take it past 60 seconds and Nausea II is applied for 10 seconds. Breaking the block itself needs an iron tool.







