Deathmaze 5000: Finale (Grendles módor / ides áglaécwíf / yrmþe gemunde)   6 comments

Bonus nerd cred for anyone who figures out the title of this post before I explain it.

Every item in the game has been in a box. I assume this is to make them feasible to draw in the 3D environment.

Even if you drop an item that you’ve been holding, a box suddenly forms around it.

For the first part of the game, I would >OPEN BOX and >TAKE WHATEVER each time I wanted an object (even if I knew what it was) but once I realized the game let you skip the box part and jump straight to taking the item, I started thinking of the boxes more as abstractions than as real things.

Later, when absent-minded, I wanted to >TAKE RING, but conflated the two old commands and typed >TAKE BOX instead. Which led to a box in my inventory.

Interesting! I wondered if there was anywhere I could use that trick. I had been valiantly trying to find a way to take a flute from the fourth floor back up to the second floor, because there was a snake there, and in adventure games circa 1976-198X flutes are effective in charming snakes. However, the ability to TAKE BOX meant I could do things the other way around and take the snake down to the flute.

I was able to drop the box in the upper right corner of floor 4 (at the bottom of a pit), play the flute causing the snake to rise, climb the snake, and grab a sword that was just past.

The inversion of turning a dangerous trap into a tool reminds me of the part in Mystery Fun House where you solve a puzzle with an informational item. Call it unexpected re-purposing, if you like.

Immediately after, I was entirely stuck, and knew I *had* to work out the calculator. Once again, I set a timer for an hour to prevent myself from hitting hints too early, but I honestly would have been fine just diving in; it was a parser issue. The “.2” bit that had been bothering me the whole time was just a hint to press the “two” button.


Given I had been valiantly attempting to find any verb at all that would work the calculator, I don’t think even an extra three hours would have helped.

Activating the calculator teleports the player to level five, where the torch is knocked out by some wind, and a monster approaches.

Not the same monster as before: this time you’re attacked by the monster’s mother.

Doing >RAISE on the RING that has so far been useless brings forth a magical light. I had >RAISE on my verb list this time, but only because I had tried it on the magic staff (I was visualizing the usual “lift and shoot lightning bolts” type maneuver). (It’s a good thing that the staff was of indirect use, because in game terms the magic staff is utterly useless. That long segment I went through trying to get by two attack dogs? Totally unnecessary. I’m normally relaxed about games with a few red herrings, but grrrr.)

The magical light chases away the monster’s mother, but only temporarily.

The fifth-floor maze was a giant lead-up to getting a golden key. All the time, the mother started getting more confident, until she attacked…

… and I defeated her on my first try via >BLOW HORN making a roar that sounded like another monster, then applying the sword. I guess the puzzles don’t all have to be hard and unfair; in a way this was just the culminating reward for solving the snake puzzle.

Upon attaining the golden key comes the final challenge. There is a row of five locks on the rightmost wall.

Each one kills you in a different and creative way.

You unlock the door…
and three men in white coats take you away!

You unlock the door…
and the walls falls on you!

You unlock the door…
and a 20,000 volt shock kills you!

However, the second from the top is particularly theatrical: you don’t die right away, but the screen starts flashing and TICK TICK appears on the top. If you wait a bit longer, the entire maze blows up.

The ticking lock still turns out to be the correct one. After activating the bomb, you can find a previously hidden “sixth lock” to the south of the row of five. It leads to an elevator where you fall into a bed of spikes and die.


I admit to grumpiness and frustration and decided to go for a hint right away. I needed to take the crystal ball from the first floor of the game and >THROW BALL. This caused the elevator to “disappear” and a passage to show up leading to the outside. I have no idea why this worked. I imagine if I was patient enough to run through all the various red herring objects I could have solved this on my own, but I doubt I would have got any satisfaction.

The game then throws one more curveball: before you’re allowed to win, the game asks what the name of the monster was.

The game might better have asked: what famous monster also had a mother who attacked after he died?


This hints at the “madness” theme Med Systems would hit starting in 1981 with the game Asylum.

If you’re not familiar with Beowulf: a kingdom ruled by King Hrothgar is being attacked by the monster Grendel. The legendary Beowulf slays Grendel in Hrothgar’s mead hall. And then an “avenger” appears:

Grendles módor (Grendel’s mother,)
ides áglaécwíf (lady troll-wife,)
yrmþe gemunde (remembered misery)
sé þe wæteregesan (she who the dreadful water)
wunian scolde (had to inhabit)
From Benjamin Slade’s translation, lines 1258-1260

Grendel’s mother, who lives underwater, wants revenge. (Spoiler: she doesn’t get it.)

I admit, given the last part of the game is clearly not underwater, I was a touch confused. Re-visualizing the last level as, say, ankle-deep makes it suitably close. There’s an intrinsic danger to citing something of greater artistry and power than your own work, but I suppose it’s excusable for the very end of this silly (but innovative) game.

Posted July 19, 2019 by Jason Dyer in Interactive Fiction

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6 responses to “Deathmaze 5000: Finale (Grendles módor / ides áglaécwíf / yrmþe gemunde)

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  1. Re: in adventure games circa 1976-198X flutes are effective in charming snakes.

    I blame Disney.

    On a more serious note: Congratulations! Med Systems will reference the madness theme once more before you get to Asylum.

    • Thanks! It was fun to blog a game for once with a “fellow traveler” who had done the same game recently.

      It could be a while before I get to the next game (Labyrinth) — I’m guessing 4-5 months? However, I am putting up an updated “lost games” report soon-ish that will include Samurai and (the 1980) Bureaucracy.

  2. Hmmm… this and Haunt both expect you to recognise references to a fairly-obscure fictional character in the game, and type that name to answer an out-of-world question from the program.

    I guess that was just a thing in games back then.

    • I think the worst puzzle offender for this type of thing has to be 1984 with King’s Quest 1, although it’s awful for an entirely different reason than obscurity.

      For the morbidly curious (in ROT13):

      lbh unir gb fcryy gur anzr onpxjneq
      gur anzr vf nyfb zvffcryyrq, naq lbh unir gb fcryy vg gur fnzr jnl gurl qvq

  3. I like how the game cover has trollface.

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