The “moth maze” in the hotel is Terror Hotel's Boiler Room, the final part of Level 5. Use the Boiler Room map to trace the route between recognizable boiler rooms and junctions, while using your thermometer and nearby red valves to handle Female Deathmoths. Finish at the door marked Exit.
This map is for the hotel's industrial maze. Level 8 also contains Deathmoths, but its caves, bridge and decontamination checkpoints use a different layout.
Confirm that you need the Boiler Room map

You should already have completed the hotel lobby's jelly-for-key trades and the guest-room number lock. The Boiler Room begins after those puzzles and contains large machinery, connecting service corridors, thermometers and red valves.
If you are still searching numbered hotel rooms for letters, you have not reached this maze yet. A Boiler Room route will not identify those guest rooms. Likewise, cave walls and a suspension bridge mean you are looking at the later cave level rather than this map.
Orient the diagram from the entrance you just used. Identify the first major room or junction in front of you, then trace only as far as the next landmark you can recognize. This is more reliable than memorizing a long list of turns before moving.
Use landmarks rather than an unbroken turn list
Large boilers, long connecting halls, doorways and red valves help distinguish one section of the industrial maze from another. Match a room's shape and its exits before committing to the next segment of the route.
When you take a detour around a moth, keep track of the last confirmed junction. Returning to that point restores your map position. Continuing a remembered turn list after an unplanned detour can send you into a different room while the instructions still sound plausible.
Do not treat every visible door as progress. Some side rooms are dangerous, including moth or hive areas. The final door is identified by its Exit sign, so use that sign to confirm the destination rather than walking into an ordinary doorway at the apparent end of a corridor.
Read heat as a warning, not an exit marker

Collect the thermometer before entering the maze.
Pick up the thermometer and watch for a rise as you approach a room. Higher heat warns of nearby moth danger. It does not tell you that the warmer passage leads toward the exit.
Slow down and crouch before moving past a Female Deathmoth. Keep space from its body, and avoid aiming a flashlight directly at it. A crouched pass still requires distance; it is not permission to brush against the entity.
The practical use of the map is to show where you can continue after a cautious pass or where a detour rejoins the route. The thermometer supplies information the static drawing cannot: the danger close to your current position.
Identify a valve before you need it

Large red valves operate pipes that drive away a pursuing moth. Locate one before entering an exposed room so you have a reachable response if the moth reacts.
If a chase begins, head to that valve and activate it. Do not keep running into unexplored corridors expecting to outrun the moth indefinitely. Once you have recovered, reorient from the valve room or your last confirmed junction before continuing toward the signed exit.
In multiplayer, call out the actual valve or room rather than simply shouting “run.” A teammate may be approaching from the other side and need a different route to the same control. Avoid sprinting through a teammate's careful crouched pass without first checking the moth.
Resume the route after losing your position
Use this recovery order if the corridors stop matching the map:
- Move away from immediate moth danger and identify any usable valve.
- Find a distinctive room, large boiler or corridor junction.
- Compare its adjoining passages with the diagram.
- Establish which passage you entered through.
- Continue one confirmed segment at a time toward the Exit sign.
The maze ends when you use the signed Boiler Room exit and return to Pipe Dreams. That transition confirms you have left Terror Hotel; the next tunnel route continues toward Level Fun.