The Maze of Madness

This labyrinth is inhabited by Forsworn minotaurs that have been driven mad from an overexposure to the madstone crater. {{Quest
 * name     = The Maze of Madness
 * adpack   = Ruins of Gianthold
 * level    = 13
 * epic     = 24
 * duration = Long
 * solo = 2076
 * normal = 3620
 * hard = 3780
 * elite = 3940
 * ecasual = 8926
 * enormal = 15332
 * ehard = 15788
 * eelite = 16244
 * loc      = Minotaur Lair
 * bestower = Walk-up
 * npc      = Eebilsteenk
 * zone     = Ruins of Gianthold
 * patron   = Agents of Argonnessen
 * favor    = 6
 * free     = no
 * mappic   = M maze of madness.png
 * maplegend = yes
 * loadingpic= L Maze of Madness.jpg


 * overview = The minotaurs that surrounded this underground encampment were more aggressive than most minotaurs you've encountered. This could be attributed to the stories you've heard about the Madstone Crater.  Explore this lair, but be careful, getting lost might not be the only thing that drives you mad.
 * Reaching Minotaur Lair entrance automatically bestows quest.

| objective_1  = Speak with No-tar the giant | objective_2  = Discover the path through the labyrinth | objective_3  = Slay the agents of insanity (3 total) | objective_4  = Slay Malkian the Mad | optional_1   = Defeat Eidolon Darkmist | opt_percent_1 = 15


 * expect=
 * Maze (fixed layout)
 * Randomly placed levers
 * Spawning/respawning monsters
 * Requires extra player(s)/hireling(s) (mandatory: pulling a lever traps the player/hireling that used it but allows the rest of the party to advance, turning a second lever frees the trapped player/hireling)
 * traps=Trap DCs
 * (A lot of spike traps and blade traps)
 * Map notes: There are many random traps, control panels and levers but because of the sheer number of them (25-30 of each type) they are not marked on the map.

Walkthrough (thanks to Lost Leader)
 * misc = Maze of Madness.jpg
 * Two players (or a henchman if you're running solo) are required for this quest; there are several spots where you need to flip a switch to open a gate to a new area, but doing so traps you in the room. There will be a switch in the new area to open the door releasing the trapped player (or simply have the henchman teleport to you).
 * Useful elemental buffs:
 * Normal: electric, fire, sonic

Work your way through the maze by pulling the correct door-opening lever and finding a couple of secret doors in the rock wall along the way. Anywhere there is more than one lever for a door, there is a trap. Disarm the trap to make it safe to pull all the levers to find the correct ones.

Razor cats have a damage reduction of 10/bludgeon and have a damage shield that does slashing damage on a failed reflex save.

The quest is easy to work through, a small bit of logic will get you through the water gate, other than that it is pretty linear. When you get to the overpass be careful of traps. When you get to the path over the room of the caster, kill him but don't drop down. Save that trap for last and you can finish out from there.
 * Do not attempt to open the gate to the water room until after you have found and killed the Agent of Insanity in the Western hidden room. You will be unable to return to it.
 * For opening the underwater gate (if you are soloing with a hire you just need to operate 2 levers). Park the Hireling at the bank of levers on the left (north), and then get the hire to pull the correct lever. It opens the gate opposite, (to your right) trapping the hire. Call the hire to your location (it'll teleport). Go to the newly opened gate. Travel to far end single lever near the vases; park the hire at that single lever. Travel back to near the waterside; tell the hire to pull that far end lever it's parked at, and when it pulls, the underwater gate will open.

Head further in, the end room is just down the ramp and ahead. Finish it up, grab your loot, backtrack and drop down to the chest you skipped.

The end chest will have up to 3 Ancient Giant Relic.

Optional path
It is possible to jump up the west wall in the small room before the "water gate" (where you park your hireling first, see above). You can then move on top of the maze walls directly to Malkian. But you you still need to kill the 3rd Agent of Madness and discover the path through the maze (opening the next three gates).


 * tamper          = 9
 * neutralization  = 12
 * ingenious       = 15
 * observance      = 1
 * mischief        = 34
 * vandal          = 45
 * ransack         = 55

Spyderwolf's video walkthrough: http://www.youtube.com/watch?v=YA95INY2k6U}}
 * npcreward=Random item
 * chest=3
 * 1 behind a secret door in the eastern cave
 * 1 optional in the maze for killing Eidolon Darkmist (Human, found in the North-east part of the maze)
 * 1 at the end for killing Malkian the Mad (Minotaur, found in the northern cave)
 * collectable=4
 * Fungus Patch just past first secret door
 * Fungus Patch south of underwater gate
 * Fungus Patch? underwater past gate
 * Fungus in the room with Eidolon
 * unique = yes
 * external=