Coloured blocks are walls. Dark squares are corridors carrying pellets. The larger yellow dots are the four power pellets, and the outlined block in the middle is the ghost house the ghosts leave from and return to when eaten.
Rows that open on both the left and right edge are tunnels. Running into one side puts you out the other, which is the fastest way to break a chase — ghosts follow you through, but the wrap buys you a corner of distance.
Junction-heavy mazes reward improvising; low-junction mazes reward planning a full lap before you commit. Either way, save power pellets for the moment two ghosts close from opposite directions rather than eating them on sight. See how each ghost picks its target.