These items reference types of Mazes or things you can find or
do within a Maze. See the algorithms page
for more information about many of these terms.
- Arrow Maze: Type
of directed Maze composed of a network of arrows, where you can't
go against the way an arrow is pointing.
- Backtrack: The act of turning around and retracing
your path in a Maze. You can either be forced to backtrack (like
when a dead end is reached) or just choose to do so. This can
refer to the actions of a person or a computer algorithm in navigating
a Maze.
- Beginning: See start.
- Bias: Maze texture
type characterized by straightaways that tend to go along one
axis more often than at other angles. A Maze is usually more difficult
to navigate "against the grain".
- Blackout: The act of visiting every cell in a Maze.
After having solved a Maze one may want to start exploring other
passages for fun. Once you've visited every section at least once,
you've achieved blackout for that Maze. This can refer to the
actions of a person or a computer algorithm in navigating it.
- Blind Alley:
A passage where if you walk down it in one direction, you will
have to backtrack through that path in the other direction in
order to reach the goal. All dead ends are blind alleys, as are all
cul-de-sacs or any sized collection of paths connected to the
rest of the Maze by a single stem.
- Block: The wall at the end of a dead end that blocks
your way and forces you to backtrack.
- Bottleneck:
A passage or intersection in a Maze such that every solution to
that Maze passes through it. Sealing off any bottleneck makes
a Maze unsolvable. For perfect Mazes, the entire solution path
is a bottleneck.
- Boundary Wall: A wall on the outermost perimeter of
a Maze, that has a passage on one side of it and area that is
no longer part of the Maze on the other side.
- Braid Maze: A
Maze without any dead ends. Also called a purely multiply connected
Maze. Such a Maze uses passages that coil around and run back
into each other (hence the term "braid") and cause you
to spend time going in circles instead of bumping into dead ends.
A well-designed braid Maze can be much harder than a perfect Maze
of the same size.
- Cell: A point in a Maze, or more technically the passage
units which are linked in a grid to form the Maze. Each cell has
zero or more passages leading away from it.
- Checkpoint: A point in a Maze you are supposed
to find before you can finish. Mazes with multiple checkpoints sometimes
require you to visit them in a certain order.
- Closed Circuit: See loop.
- Corner: Point in a Maze where a passage or wall makes
a turn. This is most commonly but not always a right angle turn.
- Crack Maze: Amorphous style
of Maze that's not on any consistent grid, but rather has walls
or passages at random angles.
- Crossroads: Point in a Maze where four passages meet,
or two passages intersect, most commonly at right angles. Can
also mean a general point where four or more passages meet.
- Cul-de-sac:
Construct in a Maze consisting of a blind alley stem that has
a single loop at the end, where that loop is a reflexive passage with no other
junctions along it. Also called a noose.
- Cyborg Maze:
A Maze partially created by hand and partially computer generated. For
example, draw the boundary walls, solution, and main false paths by hand, and
let the computer fill in the rest. Such Mazes have the personality of a hand
drawn Maze, combined with the speed of creation of a computer generated Maze.
- Dead End: A
passage that has one end terminated by a block, forcing you to
backtrack, where only the other end is connected to the rest of
the Maze.
- Delta: Style of
Maze composed of interlocking triangles. Name comes from the triangle
shape of the capital Greek letter Delta. See also Omega.
- Detached Wall:
A section of walls that's disconnected from the rest of the Maze,
such that there's a closed circuit going around it.
- Directed Maze:
A Maze where passages can only be navigated in one direction.
See also arrow Maze.
- Elitist: Maze characteristic indicating the length
of the solution with respect to the size of the Maze. An elitist
Maze tends to have a short direct solution, while a non-elitist
Maze tends to have the solution wander throughout a good portion
of the Maze's area. A well designed elitist Maze can be much harder
than a non-elitist one.
- End: A point or area one tries to reach when solving
a Maze. Mazes can have more than one end point, but usually don't.
Also called the goal.
- Entrance: A start point in a Maze when that point is
on a boundary wall.
- Exit: An end point in a Maze when that point is on
a boundary wall.
- Finish: The end of a Maze or the act of reaching the
end of a Maze.
- Focus: Characteristic indicating how a Maze was created.
The two main types are passage carvers, where
you start with a solid block and carve passages, and wall adders, where you start with
an empty area and add wall sections.
- Fractal Maze: A
Maze composed of smaller Mazes. This can be a large Maze with other Mazes tessellated
within each cell, where the process may be repeated a number of times, called a
nested cell fractal Maze. This
can also be a true fractal, where the Maze contains copies of itself, and in
effect is an infinitely large Maze, called an infinite recursive fractal Maze.
- Goal: See end.
- Hypermaze: A Maze where the
solving object is of a higher dimension than just a point. In a standard non-hypermaze
you move a point through whatever dimension environment, where the path behind
you forms an irregular line. In a hypermaze you move a line through a 3D or
higher dimension environment, where your path forms a surface!
- Island: See
detached wall. Can also refer to an isolation.
- Isolation: An unreachable collection of passages completely surrounded
by walls such that there exists no path to that section from any
start point.
- Junction: Point in a Maze where a passage branches
or forks, i.e. where three passages meet. Can also mean a general
point where three or more passages meet.
- Labyrinth: A
network of interconnected passages, usually meant to be a challenge
to navigate from start to end. Today this most often means a unicursal
Maze which can be used as a tool for meditation and spiritual
growth. (There are exceptions, e.g. the Labyrinth from Greek mythology and the
Labyrinth in the movie of the same name were both non-unicursal Maze puzzles.)
Comes from the Greek word Labrys meaning a double headed axe. See also Maze.
- Loop: A path that connects with itself forming a circle.
- Matte: A type
of template, basically consisting of an irregular shape often
meant to be something recognizable, that a Maze is created within.
- Maze: A network
of interconnected passages meant to be a challenge to navigate
from start to end. Today this most often means a non-unicursal
intellectual puzzle. (There are exceptions, e.g. a Mizmaze is an old term for a
unicursal turf Labyrinth.) Comes from the Old English word to confuse or
confound. See also Labyrinth.
- Multiply Connected:
Style of Maze that has at least one loop within it. See also Braid.
- Node: A point of interest in a Maze. A Node is usually either a
junction, dead end, room, or a point on the boundary wall, but can also be
something like a checkpoint.
- Noose: See cul-de-sac.
- Noose Junction: A junction with a reflexive passage linked to it, where two of the passages
leading from the junction connect with each other with no other junctions
along the way. See also cul-de-sac.
- Omega: General
type of Maze that has passages on a grid that isn't orthogonal,
e.g. interlocking triangles or hexagons. Name comes from the last
Greek letter, where other Greek letters signify various styles
of Omega Mazes.
- Overpass: Point in a Maze where one passage crosses
over another, but there's no way to get from one passage to the
other at that point. Overpasses are a common construct in weave
Mazes.
- Passage: An individual corridor within a Maze down
which one may travel. A passage has walls on either side of it
and at its ends are nodes, i.e. either junctions, dead ends, rooms, or
entrance/exit points
on the boundary wall.
- Path: A collection of passages laid end to end. The
objective of a Maze is to find a path from start to finish.
- Pattern Maze: A patterned Maze is one
whose solution is described by a pattern. If you know the secret pattern, you
can easily go through it without error, even if life sized. For example,
whenever you have a choice go left, then right, then right again, and repeat
that pattern until done.
- Perfect Maze:
A Maze without any detached walls and without any isolated sections.
A perfect Maze always has exactly one solution, and there is always
exactly one unique path from any point in the Maze to any other
point in the Maze.
- Pit: See Room.
- Planair Maze: Any Maze
with an unusual topology outside of standard Euclidian space.
For example, a Maze on the surface of a cube, a Maze on the surface
of a Moebius strip, or a Maze that is equivalent to being on a
torus with the left and right sides wrapping and the top and bottom
wrapping. Name is basically a shortened form of "Planes twisted through
Air".
- Reflexive Passage:
A passage with both ends at the same point. The passage loops
at the ends of cul-de-sacs are reflexive passages. A reflexive
passage at a crossroads could be considered a blind alley or cul-de-sac
with a zero length stem.
- River: Maze texture type indicating the relative density
of dead ends and junctions. A Maze with a low river factor has many short dead
ends, while a Maze with a high river factor has fewer but longer
dead ends.
- Room: An section of open space within a Maze much wider
than a standard passage. Rooms are sometimes used to indicate
start or finish areas. A room can technically be a large dead end, passage, or
junction depending on how many ways there are to reach it.
- Run: Maze texture
type indicating how long straightaways tend to go before forced
turnings present themselves. A Maze with a low run won't have
straight passages for more than three or four cells, and will
look very random. A Maze with a high run will have long passages
going across a good percentage of the Maze, and will look similar
to a microchip.
- Rule Maze: A Maze where there are rules defining how
you can move, e.g. where all cells have numbers and you can only
go to adjacent cells whose number is one higher. Can also refer to checkpoints
or other things you have to do while inside the Maze.
- Segment: A single section of wall between two cells.
A passage segment is a single section of passage between two cells.
- Segmented: Type
of Maze that has different sections in different styles, or gradually
fades from one style to another between two sections. For example,
a Maze in two rings where the outer ring is perfect but the inner
ring is braid would be segmented, as would a Maze which is horizontally
biased at the top fading into a vertical bias by the time one
reaches the bottom.
- Shortest Path:
The Holy Grail of Maze solving. A shortest path is a solution
such that no other solution path in that Maze has a shorter length. A Maze can
have more than one shortest path.
- Sigma: Style of
Maze composed of interlocking hexagons. Name comes from the shape
of the capital Greek letter Sigma, which has similar horizontal
and diagonal angles seen in a hexagon. See also Omega.
- Simply Connected:
A Maze without any loops.
- Solution:
A path in a Maze from start to finish.
- Solve: The act of finding the solution to a Maze.
- Sparse: A Maze where not every cell
within the boundary wall is part of the Maze. In passage carved Mazes, this is
where certain cells haven't been carved into, where they're solid wall and
effectively inaccessible locations.
- Spiral: A construct in a Maze
consisting of one or more passages wrapping around themselves forming a spiral.
Often the center will be a junction. Spirals can make a Maze challenging to
navigate, since it's not easy to determine what side of the spiral a passage
leading out of one will go to.
- Spiralstorm:
Style of Maze composed of interlocking spirals, especially a personal
style of hand drawn Maze I do that has this characteristic.
- Start: A point or area one begins at when solving a
Maze. Mazes can have more than one start point, but usually don't.
- Straightaway: A straight section of passage. It may
or may not have junctions along it. The endpoints of a straightaway
are either dead ends, forced corners or turns, T-junctions where
the straightaway is the stem, or points on the boundary wall.
- Symmetric Maze:
A Maze where the passages are symmetric, such as rotationally symmetric about
the middle, or reflected across the horizontal or vertical axis.
- Template: A Maze
template is a general graphic that isn't a Maze, but is modified
to be a valid Maze still having the texture or look and feel of
the original graphic template. For example a Maze in the shape
of a recognizable object, or a picture that's actually a Maze
if you look closely, is based on a template.
- Texture: The style of passages within a Maze. Characteristics
like bias, river, and run describe textures.
- Theta: Style of
Maze composed of passages arranged in concentric circles, where
usually the start or end is in the center. Name comes from the
circular shape of the capital Greek letter Theta. See also Omega.
- Trap: A section in a Maze that it's possible to reach,
but not backtrack from or leave in any other way, e.g. a junction
in an arrow Maze where all the arrows point at the junction.
- Tube: A passage with an open space on either side of it. Its walls
are either boundary walls or they separate the passage from a room. In other
words this is a narrow neck passing between two sections of a Maze.
- Unicursal Maze:
A Maze without any junctions, consisting of a single snake like
passage from start to finish. See also Labyrinth.
- Upsilon: Style
of Maze composed of interlocking octagons and squares. Name comes
from the shape of the capital Greek letter Upsilon, whose "Y"
shape is similar to angles seen in these Mazes. See also Omega.
- Virtual Maze: A computer
Maze which isn't stored in memory all at once, presumably because the Maze is
too large to all fit in memory. For example only store the section of passages
nearest your location, in a
simulation where you walk through a giant Maze. This can be applied to fractal
Mazes to work with Mazes of infinite or near infinite size.
-
Vortex: A spiral pattern consisting of a
junction in the center where three or more passages meet. This can make Mazes on
paper and especially life size Mazes more challenging to solve, because it's
difficult to determine what part of the Maze each passage in the center leads to
without actually following it.
- Wall: A barrier in a Maze that one is not allowed to
pass through when solving the Maze. Walls can be physical constructs
that actually block your way, as in a life size hedge Maze, or
just other methods of indicating that you shouldn't pass that
way, such as lines drawn on the ground or on a sheet of paper.
- Wall Following:
The act of always keeping a wall to one side of you (either your
left or right) as you go through it. Wall following will successfully solve many
but not all Mazes.
- Weave Maze: A two
dimensional Maze where the passages are allowed to overlap each
other, with bridges and underpasses. When looking at it from above
it's generally obvious what's a dead end and what's a passage
that goes under another. Life size Mazes that have bridges connecting
one portion of the Maze to another are partially weave.
- Zeta: Style of Maze
on a square grid that allows diagonal passages in addition to
horizontal and vertical ones. Name comes from the "Z"
shape of the capital Greek letter Zeta. See also Omega.
These items reference types of life size Mazes and Labyrinths
used for spiritual purposes, and things from stories that feature
Mazes and Labyrinths in them. These include the Greek myth of
Theseus and the Minotaur, and the Old English tragedy of Rosamond
the Fair.
- Aegeus: King of Athens. When Androgeous was killed
at the Olympics, Minos attacked Athens and as a condition of peace
forced King Aegeus to annually submit seven youths and seven maidens
to be thrust into the Labyrinth as food for the Minotaur.
- Androgeous: Son of King Minos who was so gifted that
he won all the prizes at the Olympics, and was therefore killed
out of jealousy.
- Ariadne: Daughter of King Minos. She enabled Theseus
to slay the Minotaur by giving him a clew of thread which he tied
to the entrance and unrolled as he went into the Labyrinth in
order to find his way back without becoming lost. She fell in
love with Theseus and left Crete with him.
- Asterion: The Minotaur's name.
- Bower: Another term for a Maze or Labyrinth, especially
a hedge Maze.
- Chartres Labyrinth:
A style of unicursal Labyrinth characterized by eleven rings and
four quadrants, where the start and end passages are close but
not perfectly lined up, popularized by a Labyrinth of this style
in the floor of Chartres Cathedral in France, and commonly walked
for spiritual purposes today.
- Classical Labyrinth:
A style of unicursal Labyrinth characterized by seven rings, that's
been around for hundreds of years and has been seen in many different
cultures around the world. This is sometimes mistakenly called the Cretan
Labyrinth, where that's a different pattern.
- Clew of Thread: A ball of string. Ariadne gave a clew
of thread to Theseus so he could find his way out of the Labyrinth,
and Eleanor of Aquitaine used one to solve Rosamond's Bower.
- Cretan Labyrinth:
A style of unicursal Labyrinth characterized by ten rings and
four quadrants, where the start and end passages line up.
- Daedalus: Gifted craftsman who built the Labyrinth.
He also built a hollow mechanical cow to allow Queen Pasiphae
to mate with a special bull which resulted in the birth of
the Minotaur. When thrown into the Labyrinth by King Minos, he
built wings held together with wax allowing him and his son Icarus to
escape.
- Dapuritojo Potinija: Ancient Minoan goddess of the Labyrinth. Can be
considered a pre-Greek form of Ariadne.
- Eleanor of Aquitaine: Wife of King Henry II (1122?-1204).
Furious about her husband's affair with Rosamond the Fair and
that he tried to hide Rosamond from her in the Maze Rosamond's
Bower, she used a clew of thread just as Theseus did to find her
way to the center whereupon she killed Rosamond.
- Handedness: Indicates the first direction one turns after entering a
unicursal Labyrinth. In a left handed Labyrinth the first turn is to the left,
and in a right handed Labyrinth the first turn is to the right.
- Hedge: Type
of life size Maze where the walls are high hedges. Hedge Mazes
require many years to grow and then require continual trimming,
however "living Mazes" of this type can be considered
the most beautiful and interesting.
- Icarus: Son of Daedalus, he was locked with his father
in the Labyrinth after the Minotaur was slain. Daedalus cautioned
him not to fly too close to the sun lest his wax wings melt, but
Icarus didn't listen and so fell to his death in the sea.
- King Henry II: King of England (1133-1189). As the
story goes, he built Rosamond's Bower to hide his mistress Rosamond
the Fair from his wife Eleanor of Aquitaine.
- Knossos: City on Crete containing the palace of King
Minos and presumably the Labyrinth as well.
- Labrys: Sacred double headed axe used by ancient Minoan
civilization. This is the root of the word "Labyrinth".
- Lunation: The crescent shaped
decorations around the outside of a Labyrinth, especially those around the
Chartres Cathedral style. They consist of foils (indentations) and cusps
(hourglass protrusions). The Chartres Labyrinth has 112 complete foils and 113
cusps.
- Man in the Maze:
Style of unicursal Labyrinth topologically equivalent to the classical
seven circuit Labyrinth, commonly seen in the Tohono O'Odham nation
(Native American tribe), characterized by seven concentric circles
with the seed pattern in the center.
- Minos: King of the Greek island of Crete. King Minos'
pride in refusing to sacrifice a special white bull to the gods
caused them to make his wife Pasiphae fall in love with the bull
and give birth to the Minotaur. When his son Androgeous was murdered
in Athens, he forced the Athenians to give seven youths and seven
maidens every year to be thrown into the Labyrinth and devoured
by the Minotaur.
- Minotaur: Vicious monster with the body of a man and
the head of a bull, who dwelled within the Labyrinth and killed
all who entered. He was the son of Queen Pasiphae and was eventually
slain by Theseus.
- Mizmaze: Old term for a Labyrinth or Maze, especially
a turf Labyrinth.
- Nemetona: Celtic goddess of Labyrinths and sacred spaces in general,
i.e. the Guardian of the Sacred Grove.
- Pasiphae: Wife of King Minos. After King Minos refused
to sacrifice a special bull to the god Poseidon, the gods made
Queen Pasiphae fall madly in love with the bull. She mated with it and as a result gave birth to the Minotaur.
- Processional: Type of unicursal Labyrinth with both an entrance and
an exit on the outer boundary. This allows a sequence of people to walk
through the Labyrinth, across the center if it has one, and out another
location, without anybody crossing path. It also allows two people to race to
the middle from both entrances.
- Rosamond the Fair: Mistress of King Henry II. As the
story goes, she was hidden in the center of Rosamond's Bower until
Eleanor of Aquitaine solved the Maze and gave her a choice of
how to die: either drink poison or be killed by a dagger. Rosamond
chose the poison.
- Rosamond's Bower: Legendary hedge Maze constructed
by King Henry II to conceal his mistress from his jealous wife.
- Seed Pattern: A simple pattern around which a unicursal Maze can be drawn. For example, the seed pattern for the classical
seven circuit Labyrinth is a cross with four more right angle
lines in each quadrant. Connecting adjacent endpoints all the
way around this seed pattern results in the classical Labyrinth.
- Theseus: Slayer of the Minotaur. Son of King Aegeus,
he volunteered to be one of the youths submitted to be killed
by the Minotaur. Theseus fought and killed the Minotaur instead,
and ran off with King Minos' daughter Ariadne.
- Troy Town: See Mizmaze.
- Turf: Type of life size Maze carved into grass or turf,
where the walls are carved into the ground and you walk on the
raised grassy area. Mazes of this type are usually unicursal Labyrinths.
These items reference characters and landmarks from the movie
Labyrinth. See the Labyrinth movie page
for many more things related to the movie.
- Alice: A friend of Sarah's from school who asked "what's
the other half of him then" when Sarah had referred to Toby
as her half-brother. Referenced in the novel.
- Alph: One of the riddle giving guards who always told
the truth or always lied. Alph was the one on the left wearing
red, and who Sarah chose to direct her question to.
- Ambrosius: The cowardly sheepdog steed of Sir Didymus
that he would ride. Looks like an identical twin to Merlin.
- Ballroom: The
ballroom was an enchanted place inside a bubble formed from one
of Jareth's crystal balls. Sarah entered the ballroom and danced
with Jareth after she ate an enchanted peach given to her by Hoggle.
- Beggar: Jareth disguised himself as a beggar and revealed
himself in surprise after Hoggle agreed to help Sarah solve the
Labyrinth against Jareth's wishes. In the Labyrinth computer game
a beggar appears in the beginning who presumably is Jareth as
well.
- Bog of Eternal Stench:
An indescribably horribly smelling bog in the forest on the other
side of the Great Goblin Wall. If even one drop of it touches
somebody, they will smell bad for the rest of their life, as it
will never wash off.
- Chilly Down: Another
term for a Firey. Also refers to the soundtrack song that plays
during the Firey scene.
- Cleaners: A
deadly slashing machine with spinning blades at its front that
would completely fill up a passage and cut to bits anything it
encountered. Jareth made one chase Sarah and Hoggle after she
defied him.
- Escher Room:
Large area near the top of Jareth's castle beyond the throne room,
that had stairs and floors and walls at various angles, and where
gravity seemed to go in different directions at different places.
Based on the lithograph "Relativity" by M.C. Escher.
- Fairy: Traditional
looking fairies could be found right outside the Labyrinth. Unlike
most fairies, these wouldn't do nice things, like granting wishes,
but would rather bite you if given a chance, as Sarah found out
when trying to help one Hoggle had sprayed.
- Firey: One of the
orangeish enthusiastic creatures that lived in the forest beyond
the hedge Maze and had the ability to detach their various body
parts. They just wanted to have a good time, but their hyperactivity
would obstruct Sarah and cause them to be potentially dangerous,
e.g. they wanted to cut off Sarah's head because they could remove
their own heads without ill effect.
- Forbidden Forest: The Firey inhabited section of forest
inside the hedge Maze but outside the barren section next to Jareth's
castle. It was called this in the early script.
- Four Guards: The quartet formed by Alph, Ralph, Tim,
and Jim. They were in front of two doors, one of which lead to
the castle and the other which lead to certain death. Alph and
Ralph would allow you to ask one of them a single question, where
one of them always told the truth and the other always lied.
- Freddie: In the early
script Sarah's baby brother was named Freddie instead of Toby.
- Goblin City:
The town of goblin houses surrounding Jareth's castle at the center
of the Labyrinth.
- Goblins: The numerous
ugly, dumb, short creatures ruled by Jareth. Presumably most or
all of them were turned into goblins from babies offered to him.
- Great Goblin Wall:
Large stone wall that divided the forest into two sections, with
the area inhabited by the Fireys on the outside and the Bog of
Eternal Stench on the inside.
- Helping Hands: One
of numerous pairs of hands that grew out of the shaft leading
to the Oubliette. They could talk by forming faces with each other
and would give a person who fell into the shaft a choice of whether
to be lifted up or dropped down.
- Hoggle: Grumpy
dwarf who lived outside the Labyrinth who was Sarah's first and
principal friend. He liked her a lot although wouldn't admit it
until the end. He betrayed Sarah with an enchanted peach Jareth
made him give her, but later redeemed himself by saving her from
Humongous.
- Humongous: Giant robot controlled by a small goblin
inside his head, that guarded the gates to Goblin City. He nearly
killed Sarah's party until Hoggle came and took over the controls.
- Irene Williams: Sarah's stepmother, who her father remarried after
her mother left them. Called by name in the Return to Labyrinth manga.
- Jareth: King
of the Goblins and principal antagonist in the story, who stole
Sarah's baby brother Toby and gave her thirteen hours to rescue
him before he'd be turned into a goblin.
- Jeremy: The charming co-star and current romantic partner
of Sarah's mother. He's presumably who Sarah's mother left Sarah
and her father for. Referenced in the novel.
- Jim: The smaller upside down guard between Ralph and
his shield.
- Junk Lady: Old goblin woman Sarah met after escaping
the ballroom, who tried to convince her she had everything she
ever wanted in a replica of her bedroom. In the early script the
Junk Lady was actually a puppet controlled by Jareth inside.
- Knockers: Talking door knockers that appeared on two
doors in the wall between the hedge Maze and the Firey forest.
The left knocker held a ring in his ears and was therefore deaf,
while the right knocker held a ring in his mouth and could therefore
only mumble (at least until somebody took the ring out of his
mouth).
- Linda Williams: Sarah's mother, who was an actress.
She walked out on Sarah and her father, leaving him to remarry
Sarah's stepmother.
- Ludo: Giant, dumb,
fearsome looking beast with the power to summon rocks and have
them do his bidding. He was actually very sweet in nature and
became Sarah's second main friend after she rescued him from goblins and untied
him from a tree.
- Merlin: Sarah's pet sheepdog. Looks like an identical
twin to Ambrosius.
- Nipper Stick: A stick with a tiny fierce creature on
the end with a big mouth that bites hard anything it comes near.
Goblins used these to torment Ludo with when he was tied to the
tree.
- Oubliette: A place to put people to forget about them.
Specifically one of many traps in the Labyrinth one could fall
into. They're seemingly exitless, although at least one has a
secret way out. Term comes from the French verb oublier, to forget.
- Phony Warnings: Rock faces embedded into walls in the
Labyrinth in many places, who would give fearsome warnings not
to go farther, especially when you're on the right track.
- Ralph: One of the riddle giving guards who always told
the truth or always lied. Ralph was the one on the right wearing
blue, and whose door Sarah chose to enter.
- Robert Williams: Sarah's father, who had a generic office job. Called
by name in the novel.
- Robin Zakar: Writer of a play Sarah was practicing
the lines for. Jareth pretended to be him in order to gain access
to Sarah's house while she and Freddie were home alone. Referenced
in the early script.
- Sarah Williams: 15
year old girl who was the principal protagonist in the story,
who wished her baby brother would be taken away by the goblins
and had to solve the Labyrinth to save him when her wish was granted.
- Shaft of Hands: The
vertical well above the oubliette and beyond the correct door
after Alph and Ralph, that had the Helping Hands growing out of
the sides.
- Sir Didymus: Fearless
foxlike knight who guarded the bridge over the Bog of Eternal
Stench. After Sarah and her friends proved themselves, he became
the knightly brother of Ludo and Sarah's third main friend.
- Snatter Goblin: Little goblins that live in the Labyrinth's
brickwork. These were presumably the goblins that turned over
or rotated the paving stones that Sarah drew arrows upon using
lipstick to mark her way. Name comes from The Goblins of Labyrinth
a.k.a. The Goblin Companion book.
- Tim: The smaller upside down guard between Alph and
his shield.
- Toby: Sarah's baby
half-brother, the son of her father and stepmother, who Sarah had to rescue from
the Labyrinth.
- Wild Thing: Another
term for a Firey. Name comes from the early script.
- Wiseman: A old man
with a hat topped by an unruly talkative bird. They would give
cryptic advice for a contribution. Sarah met him upon entering
the hedge Maze.
- Words: The Words refer to Sarah's line that she could
never remember until the end: "You have no power over me."
The Words can also refer to the line that would summon the goblins:
"I wish the goblins would come and take you away, right now."
- Worm: The kindly worm was the first character Sarah
met inside the Labyrinth itself, who helped her find her way out
of the endless passageway. He kept on asking Sarah if she would
like to have a nice cup of tea and meet the "missus".
This site produced by Walter D. Pullen
(see Astrolog homepage), hosted
on Magitech and astrolog.org,
created using Microsoft FrontPage,
page last updated March 19, 2008.