Swan Meilhan
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You may take this document ICly.
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Looking around the bookshelves at the Council Hall, you stumble upon bound parchments covered with Newt's handwriting and Grumpy's sketches...
Introduction
If you’re reading this, I’m assuming you’re just another greenie who’s lost like a puppy who can’t remember its owner. Either that or you’re one dumb shank who hit his head and can’t remember where he bloody is… again. Anyways- I’m writing this quick little guide to hopefully make it easier for you to find things. Although it can feel like it’s pretty small at times, the Glade is a pretty big place. I hope this guide serves you well.
1. Homestead
Our home. A leaning structure of wood and windows but still, it is our home. There, you will get some bunk beds to spend the night, or treatment beds to come close to drawing your last breath.
Speaking of which, the Med-Jack lab is the place to seek if you find yourself in a pinch, as our Med-Jacks will do whatever they can to patch you up. Never question what they put in their brews though, you don’t want to know.
Homestead also has a bathroom to scrub yourself from time to time, a recreation room for a taste of Slopper life, and most importantly the Community Storage. Don’t be a slint-head, take only what you really need from there and put back what you could be useful for others, or you will get some quality time in the Slammer.
On its side is the Armory where you can grab some equipment for a run, and the Cellar to occasionally get some WCKD shipments. You might want to check it regularly, it’s our main way to keep the storage filled up.
2. Cook Hut
Keep your hands to yourself however, because if you ever take more than what you actually need, you’ll get a bunch of Cooks on your back. It was originally part of Homestead where the Armory and Cellar now are, but they got kicked out after almost burning the place down. Crazy shanks.
Midway between Homestead and the Box is the Bonfire. Only lit up at night, you can get to hear some nice Maze stories or just the latest drama around a bottle of Gally’s Rum.
It's also our very first home. When Homestead was still being built, that’s where shanks spent their nights to get a bit of warmth, or at least a shelter. We built the tents for those rainy nights. Even after we settled under a real roof, no one had the heart to remove them.
4. Pit
Some people here shank, I gotta tell ya. Some people use the Pit as an excuse to start fights. You want my advice? Do what I do and keep a low radar around those. They'll end up with the crazy ones at South, to fight to their bloody heart's content.
Hopefully you never get to see the Slammer up close and personal. Only the worst of the worst get put in there.
I’m sure by now you’ve met Brandon, or at least heard his screams of lunacy from the other side of the shucking Maze. He does not shut up does he? If you follow the rules you should be fine, unlike that crazy shank. He was useful as a Cook, but now it's pointless.
6. Lake
If you ever fancy some nice alone time, you should look for the lake in the South-East corner. I’m surprised how many other shanks don’t know about this sweet little spot since they’re too busy working their butt off.
It’s a nice place to go and catch a few fish too. Don’t ask me where the fish come from though, it’s one of the Maze’s biggest mysteries.
Now I’m not supposed to tell you about the runner's hut. The runner's hut is for runners only. What I can tell you is that inside this cozy little shack is where the best of the best is.
These guys are fearless… I mean, look at Minho. I hardly see the guy. He spends his free time working. I’ve never seen him in the Homestead, and I don’t blame him. If you wanna know what goes on in the Runner’s hut, I guess you’ll have to become a Runner and find out for yourself.
8. Bloodhouse
The Bloodhouse is what we call the work area of the Slicers. This is where those poor animals are butchered so we can keep our bellies full. As you can imagine, just thinking about it is making me wanna puke.
You can’t convince me there is a single mentally sane Slicer. Going near the slicer pen is a harrowing task, especially when you can hear the animals screaming. That klunk gives me nightmares.
I don’t even wanna bring up the smell.
The farm is where all the trackies work. It’s a peaceful line of work if you ever decide what job you want to pick or change to, I highly suggest it. The farm area is where we grow all our organic food. Carrots, potatoes, wheat, berries, you name it.
Once farmers are done they deliver it to either the Slicers to feed the cattle or to the Cooks to use for ingredients. Aside from that, nothing really interesting happens at the Track-Hoe farm. That's a rare treasure in the Maze.
10. Brick-Nick Hole
The Brick-Nick hole is where they do all their work. From crafting armor to making swords sharper for a price, the brick-nick hole is where everything happens for them. Can’t say I’m a little jealous of their little hidey-hole.
I can’t say I enjoy visiting the graveyard. I only ever visit when I have to, which is more times that I would like. We also call it the deadheads. It’s located at the south east corner of the Glade.
The forest is nice and dense there, you can get lost easily so be careful. It’s a shucking eerie place and I’ll never step foot there alone, which is why I always get the greenies to get me fertilizer.
12. Bagger Treehouse
The Bagger's Treehouse is where the Baggers train and keep their weapons. That place is essentially a fort complete with guards. Those shanks like their personal space.
Ahh, the marketplace. It’s a nice place to make a quick amount of supplies. At the marketplace you can sell a few items of junk and you can get paid for it.
The market is also where you’ll find the Glade’s most successful shops; the Monster Shop. This tent provides rewards for successfully killing and harvesting the parts of grievers and other creatures of the Maze. Handing in items such as Banished Skulls or a Griever Tail will earn you a couple of Monster Coins.
You can use these special coins to buy new and improved gear like a Poncho made with Griever skin. Don't snoop too much around the Banished Market, though. You don't want Flavio after you...
14. Mine
The Mine collapses on itself and reshapes every few days by the means of WCKD antics. With a total of six variants, it can range from a coal mine to a flooded one. Some are not the easiest, but this means we get as many ores as we need to keep making tools, and keep us alive.
As the Glade’s second in command, you could even consider this my second home. Most of the time I’m there for official Glade business. Usually a meeting with Alby and the Keepers. Keepers are the elected representatives of each job.
Everyone can get a chance to be Keeper of their job, but only if they do it well. We don’t have the time nor tolerance for any free-loaders leaching off the Glade’s goodies without doing their part.
Upstairs, you may get a chance of meeting Grumpy, our librarian. Good luck talking with him.
16. Tree Farm
If you ever had the belief that all Track-Hoes are peaceful, wait until you meet one with an axe in hand. Our woodcutters are not to be messed with.
Hard and honest work, Sloppers could learn from that…
Everyone knows about the Box, even the ol’ Greenies. I’m sure you’re well familiar with that old rusty metal cage. Some of the Gladers get so scared by that alarm. Triggers bad memories I guess. It reminds us all of how we got here and of our mysterious beginnings.
Even if you’re as frightened as a mouse by that hunk of metal that brought us here, you can’t deny that the resources it provides have given us a chance to live comfortably enough.
18. Alby’s Tree
He has worked hard enough to enjoy a decent view, even if it is of four concrete walls covered in vines. The Glade wouldn’t be where it is today if not for Alby’s ability to stand up and create order from chaos.
He’s a good leader and he’s a good friend of mine.
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