A* explores a maze one square at a time, always expanding the square that looks most promising. It ranks squares by how far it has already come plus an optimistic guess of how far is left. With a guess that never overestimates, A* is guaranteed to find the cheapest path, and usually looks at far fewer squares than an uninformed search.
Dijkstra uses only g, so it spreads out evenly like a flood: always optimal, but it explores a lot. Greedy best-first uses only h, so it rushes toward the goal: often fast, but fooled by dead ends and mud. A* balances both.
If h never overestimates the true remaining cost, A* returns an optimal path. Manhattan distance is admissible here because each step costs at least 1 and moves are up, down, left or right.
The open set is a priority queue of discovered squares waiting to be expanded. Once a square is expanded it is closed: with a consistent heuristic, its g value can never improve again.
Paint mud across the shortest corridor. A* and Dijkstra route around it when the detour is cheaper; greedy search ploughs straight through because it ignores cost.
Weighted A* trusts the heuristic three times as much. It expands far fewer squares but can return a path that costs more. A common trade in games and robotics.