The Maze-Garden (Guide)
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Mid Zailing Content |
The Maze-Garden Summary | ||||||||||||||||||
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Locked Fixed-Length Activity | ||||||||||||||||||
Setup | Progress | End | ||||||||||||||||
1 A | 15 A | 2 A | ||||||||||||||||
Progress
Details |
Build up ![]() ![]() ![]() | |||||||||||||||||
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Raw EPA | 4.36 |
The The Maze-Garden is a carousel in the
Polythreme Docks. Each time you pass through the Maze-Garden, you bring with you a piece of clothing and "usher your garment towards independence". At the end of your journey, your item of clothing will wander off to a life in Polythreme, and you will be rewarded by a clay man bearing various gifts. The more alive your sartorial pupil is by the time you leave the garden, the better the rewards offered to you!
Getting there[edit]
The Maze-Garden is located in
Polythreme and require services of a ship.
There are two ways to reach
Polythreme:
- The first is to buy a ticket on the tramp steamer at
Wolfstack Docks using 150
Map Scraps (typically earned from the Rat Market). Then build your
Approaching Journey's End quality to 10, using the various cards and storylets aboard the Tramp Steamer. Once it is at 10, the There at last! storylet will open up. Selecting Polythreme there will place you in the
Polythreme Docks, from where you can unlock and access
The Maze-Garden.
- The second method requires a ship of your own (check the PoSI Item Crafting guide to see how to get one) and an assembled
Screaming Map. See the Zailing (Guide) for an introduction to how you zail and plan a trip to Polythreme in the Sea of Voices.
When it's time to leave the island the following options are present:
- Board the Tramp Steamer for 80
Surface-Silk Scraps (8.00 Echoes). These can be gained in the carousel.
- Journey home on your own ship
The challenges in The Maze-Garden are variable and thus fit for many levels. Due to the slight difficulty in reaching Polythreme, this guide will assume you have around
PoSI- levels or higher.
Useful items and their challenge level[edit]
During your stay you may need some specific items of clothing. As there is no access to the Bazaar in Polythreme, you will have to bring these garments with you. One item of clothing is needed each time you enter the Maze-Garden, and you will lose whatever item of clothing you select. The easiest and most difficult items of clothing to choose are always available at the Maze's front gates, which is to say selecting them does not require an item from your inventory. However, if you want a specific challenge level (that is Polythremean Disposition:) in-between those two extremes, you must bring the item corresponding to that level. The challenge level is given to all main attribute checks (
Shadowy etc.) and also affects the reward. Higher challenge levels have harder checks, but greater rewards.
Some pieces of clothing are chiral. This means that the left version or the right version will be easier than the other, which means your Polythremean Disposition: may increase or decrease by up to 30, depending on your choice.
It seems as though the rewards for a trip through the Maze-Garden do not increase beyond 100 Polythremean Disposition: or
120 Polythremean Disposition: (shown in-game as "Spirited"). This suggests that repeatedly choosing a Prisoner's Mask is the easiest way to get the maximum reward, if you can do so reliably.
Piece of Clothing | ![]() |
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Item needed |
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A leftover stocking | 70 | ✘ | ✘ |
A scarlet stocking | 90 | ✔ | ![]() |
A Magician's Glove | 100 | ✔ | ![]() |
A Prisoner's Mask | 120 | ✘ | ![]() |
A Shabby Opera Cloak | 160 | ✘ | ![]() |
A Horrendous Cravat | 200 | ✘ | ✘ |
Progress Qualities[edit]
There are several important qualities within the Maze-Garden.
Polythremean Disposition: adjusts the difficulty of the carousel, sometimes together with
Temperamental Chirality.
Perambulating... measures how close you are to the end of the carousel. When you hit 11, you reach the end of the Maze-Garden.
Awakening... measures how alive your article of clothing has become. This is proportional to the rewards you will receive.
IPSEITY and
COMMUNION are qualities used for several checks inside the Maze-Garden. Some rewards require one of them at level 7.
Progress Through The Maze[edit]
Once you reach Perambulating... 5, The Silent Gate autofires which costs an action and raises
Perambulating... to 6. Then when you reach
Perambulating... 9, The Heart of the Labyrinth autofires which costs an action and raises
Perambulating... to 10. Then when you reach
Perambulating... 11, The Watchful Gate autofires which costs an action and takes you to An Offering (The Maze-Garden) where you can choose your rewards and exit the maze. This costs one more action and resets your Maze-Garden qualities. However, any unplayed cards will remain when you start your next trip through the maze.
The Cards[edit]
Note that every card option will increase Perambulating... by +4, unless it's otherwise mentioned in the table below:
Rewards[edit]
The exact conversion rate of Awakening... to items is based on
Polythremean Disposition:. This table gives the values with a prisoner's mask and cravat (disposition 120-200). With disposition 60 you gain approximately 2/3 of this number. For other dispositions, see the individual action pages.
Action | Requirement/Cost | Reward | Max value per ![]() |
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Take some silk scraps | ![]() |
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0.5 |
Take some surface-silk | ![]() |
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1.0 |
Take some whisper-satin | ![]() |
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1.0 |
Take some Correspondence plaques | ![]() |
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1.0 |
Take some Thirsty Bombazine |
|
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0.98 |
Take some Glass Gazettes |
|
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0.98 |
- ↑ Valuing gazettes at
2.5 via cashing out at Helicon House. Note that Helicon House is part of the Railway storyline; if you're not there yet, it might be best to avoid building IPSEITY and collecting gazettes.
Optimally cashing out[edit]
For true EPA minmaxing:
- You want to cash out in an order that avoids ever doing the
50 x Silk Scrap trade, as this loses 0.5
each trade.
- You also want to avoid the
26 x Thirsty Bombazine Scrap and
26 x Glass Gazette trades as this loses 1
each trade.
A dynamic programming solver for this is available here. The zero loss trades for Awakening... 66-91 CP (66 being the minimum to unlock the 2.5
trades, 91 being the max possible doing +4
Perambulating...) are:
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66 | 0 | 4 | 1 |
67 | 1 | 1 | 4 |
68 | 2 | 0 | 2 |
69 | 0 | 3 | 4 |
70 | 1 | 2 | 2 |
71 | 2 | 1 | 0 |
72 | 0 | 4 | 2 |
73 | 1 | 3 | 0 |
74 | 2 | 0 | 3 |
75 | 0 | 5 | 0 |
76 | 1 | 2 | 3 |
77 | 2 | 1 | 1 |
78 | 0 | 4 | 3 |
79 | 1 | 3 | 1 |
80 | 2 | 0 | 4 |
81 | 0 | 5 | 1 |
82 | 1 | 2 | 4 |
83 | 2 | 1 | 2 |
84 | 3 | 0 | 0 |
85 | 1 | 3 | 2 |
86 | 2 | 2 | 0 |
87 | 0 | 5 | 2 |
88 | 1 | 4 | 0 |
89 | 2 | 1 | 3 |
90 | 3 | 0 | 1 |
91 | 1 | 3 | 3 |
For example, if your Awakening... was 89 CP, you would do 2
Correspondence Plaque trades, then 1
Whisper-Satin Scrap trade, then 3
Surface-Silk Scrap trades for a total value of 89
.
Strategy & EPA[edit]
In terms of actions needed, it takes 5 actions for gates, starting and ending in addition to the cards you play to gain 49 CP Perambulating.... Assuming 4 CP/card, that's 18 actions for a cycle. If you assume an average of 5 CP
Awakening... per card, that's 65 CP for a cycle. Each cp of
Awakening... is worth roughly 1
, and you also get 1
Memory of Distant Shores and you end up with a preliminary EPA of 3.64, however this will vary with skill and
Polythremean Disposition:. With more experience or following the IPSEITY strategy below, you may average 6 CP/card and end up at around 4.36 EPA. If you can manage to get 7 CP on average (unlikely), EPA reaches 5.08, assuming you get 4 CP Perambulating per card. Using only the 6 CP awakening/2 CP perambulating option is slightly worse at 5.05 EPA.
Of course, you will spend some actions zailing to the Maze-Garden and back as well. Assuming no profit from zailing (unlikely), it takes roughly 18 actions to zail back and forth to Polythreme. This means you may multiply your EPA from the garden with (x/x+1), where x is the amount of cycles done in the garden, in order to find your actual EPA for the whole venture. With one cycle, this gives only 50% of the above EPA, but e.g. with 9 cycles it raises to 90% of the above EPA.
IPSEITY and COMMUNION[edit]
It is best to focus on raising either IPSEITY or
COMMUNION (based on which rewards you want), as it's hard to get both qualities to 7. You will need 6 in either of these two qualities to get 100% on their respective checks. If you're more interested in rewards unrelated to these two qualities, it's worth noting that both qualities have 3 challenges each, but the
COMMUNION check in DISCERN is beneficial to fail, and the
COMMUNION check in SCAVENGE can be avoided by choosing the Shadowy check instead. The
IPSEITY checks are typically on cards that have no better options, which makes favouring
IPSEITY the generally advisable strategy (unless you specifically want the
Thirsty Bombazine Scraps that unlock with 7 or more
COMMUNION). Note that this strategy applies only to the actions to make progress in the maze — if you're not interested in a specific reward, you should still pick non-
IPSEITY reward options at the end for best EPA, since
Glass Gazettes are more difficult to cash out and slightly less profitable.
It is suggested to avoid playing TRAVERSE, because it gives low rewards. In addition, you might want to avoid TRANSFIGURE with Awakening... less than 5. If keeping high
IPSEITY/low
COMMUNION you might want to avoid PARTAKE with
Awakening... 6+.
If going for
IPSEITY:[edit]
ADORN, DUEL, HARVEST, and SCAVENGE all have branches with +7 cp of Awakening.... Failing the
COMMUNION check on DISCERN (90% if you have none) gives +6 cp. Playing TRANSFIGURE with at least
Awakening... 5 gets you +6, while PARTAKE with at most 6 gives you +7. If you can pass all checks at ~90% this always gives you six cards you can play with an average of upwards of +6 cp
Awakening....
If going for
COMMUNION:[edit]
ADORN, HARVEST, PARTAKE, SCAVENGE, and DUEL with Awakening... at most 6 all get you +7 cp
Awakening.... The first branch of DISCERN gives +6 cp, but if played multiple times will extend your visit, which isn't ideal if your primary goal is
Thirsty Bombazine Scraps. Later in your visit you may get stuck playing one of DUEL, TRANSFIGURE, or TRAVERSE for lower gains. Of these TRAVERSE probably gives the best average gain unless you picked up some
IPSEITY as well to pass the checks on the other two at least somewhat reliably.
Walking the Maze-Garden Multiple Times[edit]
Because the cards you have are preserved for your next time through the Maze-Garden, you can influence the cards you start subsequent Maze-Garden trip with. It might be worth not playing ADORN, HARVEST and PARTAKE cards you get in the late-stage, so you can use them in the early stages of your next Maze-Garden adventure in order to increase your garment's attributes quickly. If going for a mix of Thirsty Bombazine Scraps and other things, make sure to always use TRANSFIGURE when raising
IPSEITY, so that it doesn't clog your hand if you start
COMMUNION next.