MadMaze: Difference between revisions

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The player takes on the role of a boy hailing from the Village of Weith. Wellan, the Village Elder, explains to you that The Mad One, [[Mad God|an insane deity born of primal chaos]], has awakened, and is slowly reclaiming the world, transforming the land it controls into a sprawling and hazardous maze. Now, the MadMaze approaches Weith, and threatens to engulf the village. The boy is tasked by Wellan to travel to the center of the MadMaze and recruit the help of [[Big Good|a wizard named Moraziel]] on the pretext that only with his help can the Mad One be defeated.
The player takes on the role of a boy hailing from the Village of Weith. Wellan, the Village Elder, explains to you that The Mad One, [[Mad God|an insane deity born of primal chaos]], has awakened, and is slowly reclaiming the world, transforming the land it controls into a sprawling and hazardous maze. Now, the MadMaze approaches Weith, and threatens to engulf the village. The boy is tasked by Wellan to travel to the center of the MadMaze and recruit the help of [[Big Good|a wizard named Moraziel]] on the pretext that only with his help can the Mad One be defeated.


The [[Mad Maze]] is divided into three "levels" that themselves are divided into "sections".<ref>It would be more appropriate to call them "worlds" and "levels", respectively, but for the sake of consistency, we'll use the terms provided in-game.</ref> The gameplay is comprised of two elements - [[The Maze|exploration]], and interactive scenarios (A.K.A. Places of Power).
The [[MadMaze]] is divided into three "levels" that themselves are divided into "sections".<ref>It would be more appropriate to call them "worlds" and "levels", respectively, but for the sake of consistency, we'll use the terms provided in-game.</ref> The gameplay is comprised of two elements - [[The Maze|exploration]], and interactive scenarios (A.K.A. Places of Power).


The maze itself is composed of straight, [[Cut and Paste Environments|homogenous]] corridors and right-angle turns. Each section can be easily mapped out on a sheet of graph paper, and beyond the first level, this becomes necessary. You must navigate the sprawling labyrinth in a first-person perspective and locate Places of Power.
The maze itself is composed of straight, [[Cut and Paste Environments|homogenous]] corridors and right-angle turns. Each section can be easily mapped out on a sheet of graph paper, and beyond the first level, this becomes necessary. You must navigate the sprawling labyrinth in a first-person perspective and locate Places of Power.
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* [[Ax Crazy]]: From Castle Perilous onward, nearly everybody and everything you meet comes with the option to kill it. If you so desire, you can hack-and-slash your way through the maze, though by failing to collect any information, it's unlikely you'll get very far.
* [[Ax Crazy]]: From Castle Perilous onward, nearly everybody and everything you meet comes with the option to kill it. If you so desire, you can hack-and-slash your way through the maze, though by failing to collect any information, it's unlikely you'll get very far.
* [[Big Bad]]: The Mad One
* [[Big Bad]]: The Mad One
* [[Big Creepy Crawlies]]: The Insectidae of the third level.
* [[Big Creepy-Crawlies]]: The Insectidae of the third level.
* [[Big Good]]: Moraziel
* [[Big Good]]: Moraziel
** To a MUCH greater extent, the goddess known as The Lady.
** To a MUCH greater extent, the goddess known as The Lady.
* [[Bigger On the Inside]]: While the various forests you encounter in the first level can seem to exceed the dimensions set by the surrounding walls, it's nothing compared to the ''entire deserts'' you come across in the second level, or the futuristic cities in the third level.
* [[Bigger on the Inside]]: While the various forests you encounter in the first level can seem to exceed the dimensions set by the surrounding walls, it's nothing compared to the ''entire deserts'' you come across in the second level, or the futuristic cities in the third level.
* [[But Thou Must!]]: Upon completing the first level, King Carlon will grant you possession of the Sword Valterre. If you refuse out of humility, Carlon will give it to you anyway, while explaining how deserving you are of it.
* [[But Thou Must!]]: Upon completing the first level, King Carlon will grant you possession of the Sword Valterre. If you refuse out of humility, Carlon will give it to you anyway, while explaining how deserving you are of it.
* [[Cool Horse]]
* [[Cool Horse]]
* [[Cool Sword]]: Valterre.
* [[Cool Sword]]: Valterre.
* [[Cruel and Unusual Death]]: The Insect Mother killed one of her husbands "by implanting eggs in his body, so that the hatching larvae would feed on his living flesh. [[For the Evulz|That was a most amusing death.]]"
* [[Cruel and Unusual Death]]: The Insect Mother killed one of her husbands "by implanting eggs in his body, so that the hatching larvae would feed on his living flesh. [[For the Evulz|That was a most amusing death.]]"
* [[Deal With the Devil]]: This turns out to be the real reason {{spoiler|your village elder sent you on this quest in the first place.}}
* [[Deal with the Devil]]: This turns out to be the real reason {{spoiler|your village elder sent you on this quest in the first place.}}
* [[Dialogue Tree]]
* [[Dialogue Tree]]
* [[Did Not Do the Research]]: One clue we're given is to "Pull the primes". This refers to a structure of 9 rods. pull the right rods, and it opens a secred door. Pull the wrong ones, the structure collapses on you and you die. You're supposed to pull the rods with a prime number to succeed. Goldberg evidently forgot that 2 is a prime number. Pull on the 2 rod, you die. {{spoiler|The rods you're supposed to pull are 3, 5, and 7.}}
* [[Did Not Do the Research]]: One clue we're given is to "Pull the primes". This refers to a structure of 9 rods. pull the right rods, and it opens a secred door. Pull the wrong ones, the structure collapses on you and you die. You're supposed to pull the rods with a prime number to succeed. Goldberg evidently forgot that 2 is a prime number. Pull on the 2 rod, you die. {{spoiler|The rods you're supposed to pull are 3, 5, and 7.}}
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* [[Distressed Damsel]]: Persephone.
* [[Distressed Damsel]]: Persephone.
* [[The Dragon]]: The Mad One's Archpriest.
* [[The Dragon]]: The Mad One's Archpriest.
* [[Elemental Powers]]: For the third level, you gain the power to control the nine elements - [[Playing With Fire|fire]], [[Green Thumb|ea]][[Dishing Out Dirt|rth]], [[Blow You Away|air]], [[Making a Splash|water]], [[Shock and Awe|lightning]], [[An Ice Person|cold]], [[Soul Power|spirit]], [[Psychic Powers|mind]], and [[Time Stands Still|time]].
* [[Elemental Powers]]: For the third level, you gain the power to control the nine elements - [[Playing with Fire|fire]], [[Green Thumb|ea]][[Dishing Out Dirt|rth]], [[Blow You Away|air]], [[Making a Splash|water]], [[Shock and Awe|lightning]], [[An Ice Person|cold]], [[Soul Power|spirit]], [[Psychic Powers|mind]], and [[Time Stands Still|time]].
* [[Everybody Hates Mathematics]]: The final trial guarding the exit to the second level is the dreaded [[Punny Name|Al-Gibra]].
* [[Everybody Hates Mathematics]]: The final trial guarding the exit to the second level is the dreaded [[Punny Name|Al-Gibra]].
* [[Exposition Break]]: Usually provided by the local sage living in each level, though you'll need to talk to other [[NPC|NPCs]] to get a more complete picture.
* [[Exposition Break]]: Usually provided by the local sage living in each level, though you'll need to talk to other [[NPC|NPCs]] to get a more complete picture.
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* [[The Load]]: Iggy the Wizard, whom you are imprisoned with at one point. He reveals an exit to you, but beyond that either provides no help in the puzzles to come, or suggests the wrong answers.
* [[The Load]]: Iggy the Wizard, whom you are imprisoned with at one point. He reveals an exit to you, but beyond that either provides no help in the puzzles to come, or suggests the wrong answers.
** He usually does manage to give good advice most of the time he gives advice. It's just that most of the time, he doesn't offer a suggestion and he can [[Never Live It Down]] the one time he gives bad advice on {{spoiler|which fruits to pick.}} If you consult Iggy in the final round of your final battle with [[The Dragon|the Archpriest]] he will inadvertantly give you the clue to winning.
** He usually does manage to give good advice most of the time he gives advice. It's just that most of the time, he doesn't offer a suggestion and he can [[Never Live It Down]] the one time he gives bad advice on {{spoiler|which fruits to pick.}} If you consult Iggy in the final round of your final battle with [[The Dragon|the Archpriest]] he will inadvertantly give you the clue to winning.
* [[Lost Forever]]: Technically averted. The game does not keep track of your inventory or information you come across as you move from Place Of Power to Place Of Power. To use an item, you have to prove you own it by describing some of its features. This means that you can get through any situation simply by saving beforehand and brute-forcing the solution if necessary. <br /><br />That said, if you are opposed to guessing answers or using [[Walkthrough|walkthroughs]], it is incredibly easy to permanently lose access to important information. PoPs can be repeated indefinitely (as explained in the [[Shall I Repeat That]] entry), but once you pass through them to the maze beyond, the exit is immediately walled off behind you. With some exceptions, you won't be able to reach that PoP (or preceding PoPs) ever again. <br /><br />Thankfully, the third level, which is harder in many respects to the first two levels, is lenient in this regard, as most PoPs can be revisited.
* [[Lost Forever]]: Technically averted. The game does not keep track of your inventory or information you come across as you move from Place Of Power to Place Of Power. To use an item, you have to prove you own it by describing some of its features. This means that you can get through any situation simply by saving beforehand and brute-forcing the solution if necessary. <br /><br />That said, if you are opposed to guessing answers or using [[Walkthrough|walkthroughs]], it is incredibly easy to permanently lose access to important information. PoPs can be repeated indefinitely (as explained in the [[Shall I Repeat That?]] entry), but once you pass through them to the maze beyond, the exit is immediately walled off behind you. With some exceptions, you won't be able to reach that PoP (or preceding PoPs) ever again. <br /><br />Thankfully, the third level, which is harder in many respects to the first two levels, is lenient in this regard, as most PoPs can be revisited.
* [[Mad God]]: The [[Big Bad]] of the game, referred to as The Mad One, or [[He Who Must Not Be Named|He Whose Name Is Not Spoken]].
* [[Mad God]]: The [[Big Bad]] of the game, referred to as The Mad One, or [[He Who Must Not Be Named|He Whose Name Is Not Spoken]].
* [[The Maze]]: It's called MadMaze [[Exactly What It Says On the Tin|for a reason]].
* [[The Maze]]: It's called MadMaze [[Exactly What It Says on the Tin|for a reason]].
** [[Mobile Maze]]: "A wall is closing in behind you!" This happens whenever you leave a Place Of Power, besides the way you came in.
** [[Mobile Maze]]: "A wall is closing in behind you!" This happens whenever you leave a Place Of Power, besides the way you came in.
* [[Multiple Endings]]: In the final Place of Power, there are two options that both explicitly end with "The End". In the good ending, you defeat [[The Dragon|the Archpriest]] and you and your 2 companions are awareded by [[Big Good|The Lady.]] In the bad ending, you live but {{spoiler|are forced to [[Face Heel Turn|become the Mad One's minion]], spending the rest of your life committing atrocities, with the knowledge that your home village is spared being your only consolation.}}
* [[Multiple Endings]]: In the final Place of Power, there are two options that both explicitly end with "The End". In the good ending, you defeat [[The Dragon|the Archpriest]] and you and your 2 companions are awareded by [[Big Good|The Lady.]] In the bad ending, you live but {{spoiler|are forced to [[Face Heel Turn|become the Mad One's minion]], spending the rest of your life committing atrocities, with the knowledge that your home village is spared being your only consolation.}}
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* [[Schrodinger's Gun]]: The game does not track your inventory, so you can use items that you never collected, so long as you know the magic words associated with it and can describe its distinguishing features.
* [[Schrodinger's Gun]]: The game does not track your inventory, so you can use items that you never collected, so long as you know the magic words associated with it and can describe its distinguishing features.
* [[Second Person Narration]]
* [[Second Person Narration]]
* [[Secret Ingredient]]: Before [[Portal (Video Game)|Portal]] introduced us to rhubarb cake with extra rhubarb, MadMaze gave us chocolate cake with grated radish.
* [[Secret Ingredient]]: Before [[Portal (series)|Portal]] introduced us to rhubarb cake with extra rhubarb, MadMaze gave us chocolate cake with grated radish.
* [[Shall I Repeat That]]: Exaggerated. Most PoPs can be repeated indefinitely by exiting the way you came and going back in. Also, within a given PoP, you can repeat actions that should not be repeatable, such as killing stuff.
* [[Shall I Repeat That?]]: Exaggerated. Most PoPs can be repeated indefinitely by exiting the way you came and going back in. Also, within a given PoP, you can repeat actions that should not be repeatable, such as killing stuff.
** A rather sadistic example of this occurs after the shaman sends you off to the series of mazes leading to the River of Flame. When you finally return to the shaman, you are given the choice to Go North, or Go East (Towards Temple). If you accidentally select the former option, you must ''run the series of mazes to the River of Flame all over again''.
** A rather sadistic example of this occurs after the shaman sends you off to the series of mazes leading to the River of Flame. When you finally return to the shaman, you are given the choice to Go North, or Go East (Towards Temple). If you accidentally select the former option, you must ''run the series of mazes to the River of Flame all over again''.
* [[Snake Oil Salesman]]: Friendly Achmed's Caravan of Fabulous Goods at Low, Low Prices. In a subversion, the only item you need to progress (or rather, the password necessary to activate it) is legitimate.
* [[Snake Oil Salesman]]: Friendly Achmed's Caravan of Fabulous Goods at Low, Low Prices. In a subversion, the only item you need to progress (or rather, the password necessary to activate it) is legitimate.
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* [[Talk to Everyone]]: If you want to complete the game without a guide, you must seek out every NPC hiding in the maze, solve every problem, and accept every quest.
* [[Talk to Everyone]]: If you want to complete the game without a guide, you must seek out every NPC hiding in the maze, solve every problem, and accept every quest.
* [[Terms of Endangerment]]: The Crone Matilda is awfully fond of these.
* [[Terms of Endangerment]]: The Crone Matilda is awfully fond of these.
* [[Unwinnable By Design]]: Of the Tough to Nasty variety. There are a few choices you can make which will leave you in situations where all you can do is choose how to die. After which, you'll have to load up your last save, and hope it wasn't too far back.
* [[Unwinnable by Design]]: Of the Tough to Nasty variety. There are a few choices you can make which will leave you in situations where all you can do is choose how to die. After which, you'll have to load up your last save, and hope it wasn't too far back.
** If you enter Ogrok's pit in Castle Perilous before you get the Sword Valterre, you'll be left only with the choice to die bravely or die screaming.
** If you enter Ogrok's pit in Castle Perilous before you get the Sword Valterre, you'll be left only with the choice to die bravely or die screaming.
** If you demand that the lyon tell you the necessary words to pass through the ruins of Al-Mugabi, he'll give them to you, but you won't survive long enough to use them.
** If you demand that the lyon tell you the necessary words to pass through the ruins of Al-Mugabi, he'll give them to you, but you won't survive long enough to use them.