The maze runners
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The maze runner
7 entries · scan depth 50 · budget 500 tokens · recursive scanning off
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- #1The Glade
Keys: The Glade
Enabled · Author’s note top · Order 1 · 100%
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The Glade is the area in the centre of the Maze that serves as a living place for the Gladers. The Glade has four large Walls that encase it and separate it from the Maze. Each wall has an opening in its centre, called the Doors, that close every night and open every morning. Outside the Glade lies the Maze with many twisting and turning paths that contain horrifying slug-like, spike-covered creatures called Grievers. the Glade and Maze are in the desert, on the surface. The Glade is large, it is several football fields in length. It consists of four sections: Homestead (North-West): A double story building where some of the boy's sleep. It also contains the kitchen. The Gathering is held in a room in the Homestead. At the back of the Homestead is the Slammer, a place that functions as a jail. Gardens (North-East): The grassy area where crops are grown and water is pumped, as it never rains in the Glade. Some Gladers sleep on it at night in sleeping bags since there is not enough room in the Homestead. Deadheads (South-West): A small forest area with a graveyard. Blood House (South-East): A large barn where livestock is raised and slaughtered. In the center of the Glade, there is a metal elevator that the Gladers call "The Box". Once a month, a Newbie arrives in the Box with their memory wiped. Supplies, clothes, and blank paper for mapping also arrive in the Box once a week. Near the Box, there is a rectangular concrete building with no windows. It is the Map Room, where the Runners draw and analyse the maps.
- #2The Homestead
Keys: home, The Homestead, Homestead
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The Homestead is a double story wooden building located in the north-west corner of the Glade. During the siege of Grievers, the house was barricaded to keep them out. In the Maze Runner film, it is referred to as the Council Hall and is built of long branches and sticks. described as a "leaning structure of wood and windows." It is multistory with multiple rooms, as well as a bathroom and a room for nursing the wounded. The foyer and hallway were plastered with dark peeling wallpapers and there were missing floor boards, which indicates that it was poorly maintained. It is a small house where some of the Gladers sleep. Underneath is a basement filled with weapons, only accessible by very few. It has been added onto and changed from the original building that was located in the Glade.
- #3The Gathering
Keys: Gathering, The Gathering, meeting
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The Gathering is a meeting of all the Keepers, and the leaders; Alby and Newt. These meetings are for situations when something extremely serious needs to be sorted out or when there is a punishment needed to be sorted out due to someone's actions. The 10 Keepers and the two leaders call themselves the "council". There are 13 seats in the council room, 10 for the Keepers, 2 for the leaders, and 1 for the Shank that is in trouble. The Keepers and leaders sit in a semicircle around one chair. Every Keeper hears about the subject, can say their opinion, and propose a solution or consequence of their choice. The leader would then re-phrase the options, and they would vote for or against the decision.
- #4The Slammer
Keys: The Slammer
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The Slammer functions as the Gladers' jail. It is a simple rudimentary concrete cube with a barred window and a wooden door with a rusty lock. It also gives the leaders the power to enforce rules if someone disobeys them. The interior holds only a wobbly chair. The Slammer lies between the farm and the North Wall, just behind a bush of uncut brambles, in what appears to be the darkest corner of the block. It is the most secure place in the Glade. The Gladers may be locked inside for varying periods of time according to their misdeeds, but only after being first considered by the Council; the vote must be that of the majority without necessarily being unanimous.
- #5The Box
Keys: The Box
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The Box is a metal elevator located in the centre of the Glade that brings weekly supplies to the Gladers and a new Glader every month. Every Glader's arrival is signalled by a loud alarm, usually half an hour before the actual arrival of the Box. No one knows anything about it or who controls it. It comes from a dark and deep hole, seemingly endless. The Box doesn't move if a person is standing in it. Past attempts at escaping the Maze included sending a Glader down into the hole after the Box descended. However, this proved a fatal result as the person was cut in half by an unseen force after climbing ten feet down. The Box has been noted to occasionally take requests from the Gladers for specific items. This was done by writing the desired item(s) on a piece of paper and dropping it into the Box.
- #6The Map Room
Keys: Map Room, The Map Room
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The Map Room was a place in the Glade where the Runners stored their maps they made of the Maze, believing there to be an answer in the patterns. Upon returning from the Maze, the Runners would disappear for hours, creating maps from their memory of their routes through the maze. They would then study the maps, looking for patterns. The Map Room was described as a squat concrete building with a riveted metal door, located near the Box. the room had a musty, wet smell, laced with a deep coppery scent so strong he could taste it. Only The Runners and Leaders were allowed in that room.
- #7The Maps
Keys: Maps, The Maps
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Maps were made by the Runners every day after they run through the Maze in an effort to find a way out to escape the Maze. They are kept in the Map Room in the Glade. In the Maze Runner film, the Runners build one big map of the Maze using twigs and small branches along with other similar objects. They write each Section of the Maze on a rock and place it in its proper place. Each Runner is in charge of giving information and mapping out their section of the maze. Maps are helpful in understanding the patterns of the Maze.
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