“WICKED is good.”
— A recurring phrase used by the organization WICKED, reflecting their belief that their cruel experiments are for the greater good.

James Dashner (2009)
Genre
Fantasy / Mystery / Science Fiction / Young Adult
Reading Time
380 min
Key Themes
See below
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Stranded in a glade encircled by an insurmountable, ever-shifting maze, a group of amnesiac boys, joined by a mysterious girl, must brave monstrous creatures and unravel the deadly secrets of their confinement before the Maze claims them all.
Thomas wakes up in a dark, metal lift, remembering only his name. When the lift opens, he is pulled into the Glade, a large, enclosed courtyard with tall stone walls. He meets a group of teenage boys, all of whom arrived the same way with no memories. Alby, the leader, and Newt, the second-in-command, explain the Glade's rules and about the Maze that surrounds them. Thomas learns about the Runners, a group of boys who go into the changing Maze daily to map it and find an escape. The Glade has its own society, with jobs and rules, all meant to keep order. Thomas feels a pull toward the Maze, despite its dangers and the Grievers that live inside it.
After a day in the Glade, Thomas sees the Maze's large stone doors close for the night. This happens daily and seals them off from the outside world and the Grievers. He struggles to get used to the Glade's rules and the boys' warnings, especially from Gally, who dislikes him immediately. The next day, something unusual happens: the lift, or 'Box,' arrives early, bringing not a new boy, but a girl. Her name is Teresa, and she is unconscious, holding a note that says, 'She's the last one. Ever.' Her arrival causes fear among the Gladers, as it breaks their routine and signals a big change. Thomas feels a strange, immediate connection to Teresa, as if he knew her before.
The day after Teresa arrives, Minho, the Runner Keeper, and Alby go into the Maze to check on a dead Griever. But they do not return before the Doors start to close. Breaking all rules, and needing to help, Thomas runs into the Maze just before the walls shut, trapping himself inside with Minho, Alby, and the Grievers. This act surprises the Gladers. Inside, Thomas finds Alby stung by a Griever and badly hurt. Minho, ready to give up, is convinced by Thomas to fight. Together, using quick thinking, they avoid the Grievers and protect Alby through the night, something no one has done before.
Thomas, Minho, and Alby survive the night in the Maze and return to the Glade. Thomas's bravery earns him respect from most Gladers, though Gally remains hostile. As punishment for breaking rules but also for his bravery, Thomas is put in the Pit for a day, then made a Runner. Now a Runner, Thomas explores the Maze with Minho, mapping its sections. Teresa, now awake but with limited memory, can communicate with Thomas telepathically. She also mentions 'WICKED,' a word that triggers a faint memory in Thomas. Their exploration leads them to a hidden Griever Hole, which they believe is the Maze's exit, but it needs a code.
Alby, still recovering from the Griever sting, goes through the 'Changing,' a painful process where stung Gladers temporarily get back parts of their terrifying memories of the past and the outside world. He describes visions of the outside world destroyed by a disease called the Flare and of the Gladers being experimented on by 'WICKED.' His memories confirm the Maze is a test. Meanwhile, Thomas and Teresa continue to put clues together. Teresa says the Maze is a code, and the changing sections match letters or words. They realize that the old Runners' maps, when put together, might spell out the sequence needed to open the Griever Hole.
After the Griever Hole and partial code are found, the Maze doors no longer close at night, leaving the Glade open. Grievers attack the Glade every night, taking one Glader each time. Panic spreads. The Gladers realize they must either find a way out or be killed one by one. Gally, believing Thomas caused all their problems and that the Creators want them to stay in the Maze, tries to turn others against Thomas and wants them to accept their fate. But Thomas, Minho, and Newt are determined to fight and escape, thinking the Griever Hole is their only chance.
With the Glade under attack, Thomas plans: they will get stung by a Griever on purpose to go through the Changing and get more memories, specifically the code for the Griever Hole. Chuck, a younger Glader, remembers the code. With this knowledge and a desperate will, about forty Gladers, led by Thomas, Minho, and Newt, attack the Griever Hole. They fight many Grievers in a brutal battle. Thomas, Teresa, and Chuck put the code into a computer terminal they find inside the Griever Hole, which stops the Grievers and opens a door to a dark slide.
The surviving Gladers slide down a long, dark tunnel, arriving in a clean, underground laboratory with scientists and computer screens. There, they meet a woman, Ava Paige, the Chancellor of WICKED (World In Catastrophe: Killzone Experiment Department). She explains the Maze was an experiment, a 'Variable' in a larger test to study their brain patterns and how they handle extreme stress. The Gladers, she says, are immune to the Flare, a deadly virus that has killed many people. Their tests were meant to find a cure. As she finishes, Gally, influenced by WICKED and his own despair, throws a knife at Thomas.
As Gally throws the knife, Chuck, Thomas's loyal younger friend, jumps in front of Thomas, taking the blade in his chest. Chuck dies in Thomas's arms. Thomas, heartbroken and angry, attacks Gally. Immediately after, armed people rush into the room, shooting the WICKED scientists and saying they are rescuers. They lead the Gladers out of the facility and onto a bus. On the bus, the 'rescuers' say WICKED is evil and they are taking the Gladers to a safe place. Thomas, still sad from Chuck's death, finds little comfort, sensing their troubles are not over.
The Gladers are flown away in a Berg (an aircraft) and housed in a dormitory, fed and allowed to rest. However, the ending reveals a twist through an email from Ava Paige, the Chancellor of WICKED, to her associates. The 'rescue' was another part of the experiment, meant to watch the Gladers' reactions to perceived freedom and a new threat. The 'rescuers' are WICKED operatives, and the facility they were in was a controlled environment. The entire Maze Trial was to find and study people immune to the Flare. The Gladers, now 'Group A,' will be ready for Phase Two of the trials, which will be even harder and more dangerous, meaning their ordeal continues.
The Protagonist
From a confused newcomer, Thomas evolves into a courageous leader, willing to risk everything for his friends and to uncover the truth.
The Supporting
Initially a mysterious, unconscious figure, Teresa becomes a key ally to Thomas, revealing her past ties to WICKED and aiding in the escape.
The Supporting
Minho evolves from a cynical, rule-bound Runner to a dedicated co-leader, working with Thomas to orchestrate the escape.
The Supporting
Newt maintains his role as a steadfast and supportive leader, providing stability and hope amidst chaos.
The Supporting
Alby transitions from a strong, authoritative leader to a traumatized, despairing figure after the Changing, ultimately sacrificing himself.
The Antagonist
Gally's antagonism towards Thomas escalates, driven by fear and manipulation, culminating in a violent act of despair.
The Supporting
Chuck remains a loyal and innocent friend, ultimately making the supreme sacrifice for Thomas.
The Mentioned
Introduced at the very end, her character is static but represents the ultimate authority and antagonist of the overarching narrative.
The Supporting
Ben's arc is brief and tragic, serving as an example of the psychological toll of the Maze and the consequences of violating Glader law.
The mystery of the Gladers' past and the memory wipe is a main theme. Thomas, like all Gladers, arrives remembering only his name, forcing him to create a new identity. The fragmented memories from the Changing, especially Alby's and later Thomas's, show the truth of their past and their link to WICKED, making them question who they are. The struggle to remember, and the ethics of having memories taken, drives much of the story's tension and Thomas's search for truth.
“If you ain’t scared, you ain’t human.”
The Maze Runner is a test of survival. The Gladers are put in an extreme environment, always facing Grievers, hunger, and despair. Their ability to build a society, set rules, and work together shows human strength when facing big challenges. Thomas's choice to enter the Maze to save Alby and Minho, and the group's fight against the Grievers to escape, show this theme. Even after escaping, the 'Phase Two' revelation shows their fight for survival keeps going.
“WICKED is good.”
The series' main theme is the unclear morality of WICKED's experiments. The Gladers go through painful tests without their agreement, all to find a cure for the Flare. The book asks readers if saving humanity justifies the suffering of a chosen group of people. Ava Paige's explanation shows WICKED's view, where individual lives are sacrificed for the greater good, raising questions about science and human rights.
“Everything is going to change.”
The Glade has a clear hierarchy, with Alby and Newt keeping order. Thomas's arrival challenges this authority, especially when he breaks rules to save others and pushes for a more direct way to escape the Maze. The conflict between Gally's loyalty to old ways and Thomas's desire for change shows different leadership styles. Thomas becomes a new kind of leader, inspiring hope and action through courage and a willingness to challenge the current situation, changing the group's trust and direction.
“Nice to meet ya, shank. Welcome to the Glade.”
The central setting and primary antagonist, a constantly shifting puzzle
The Maze is the literal and metaphorical prison for the Gladers. Its towering, ever-changing walls, coupled with the deadly Grievers, create a constant sense of dread and urgency. It functions as a complex puzzle that the Runners must map and decode to find an escape. The Maze is not just a physical barrier but also a psychological one, designed to test the Gladers' resilience, problem-solving skills, and ability to cooperate under extreme stress, all part of WICKED's experiment.
A narrative tool to build mystery and reveal plot through unreliable recollection
The selective memory wipe of the Gladers is a crucial plot device. It generates immediate mystery for both the characters and the reader, as Thomas struggles to understand his surroundings without any personal history. The fragmented memories experienced during the 'Changing' serve as tantalizing clues, slowly revealing the horrifying truth about WICKED and the outside world. This device allows for a gradual unveiling of the backstory and maintains suspense, while also exploring themes of identity and the manipulation of truth.
Monstrous bio-mechanical creatures that patrol the Maze and enforce the experiment
The Grievers are the terrifying, bio-mechanical creatures that inhabit the Maze and serve as a constant threat to the Gladers. Their sting causes the 'Changing,' a painful process that returns fragmented, nightmarish memories. They are the enforcers of the Maze, designed to keep the Gladers trapped and to add a layer of mortal danger to the experiment. Their existence highlights the cruelty of WICKED and forces the Gladers to confront their fears, pushing them to make desperate choices for survival.
A unique bond between Thomas and Teresa that reveals their past involvement
The telepathic connection between Thomas and Teresa is a unique plot device that immediately sets them apart from the other Gladers. It hints at a deeper, pre-existing relationship and allows for the private exchange of information and thoughts, fostering a sense of intimacy and shared destiny. This connection is crucial for revealing their past roles in designing the Maze and for deciphering clues, such as the meaning of 'WICKED,' which propels the narrative forward and deepens the mystery surrounding their identities.
“WICKED is good.”
— A recurring phrase used by the organization WICKED, reflecting their belief that their cruel experiments are for the greater good.
“You are the shuckiest shuck-faced shuck there ever was.”
— Thomas insulting Gally, using the Glader slang term 'shuck' to express frustration.
“If you ain't scared, you ain't human.”
— Alby reassuring Thomas about fear being a natural response to their dangerous situation in the Glade.
“Everything is going to change.”
— Thomas realizing that his arrival in the Glade will disrupt the established order and lead to upheaval.
“We can't give up. We have to keep fighting.”
— Thomas motivating the Gladers to persevere despite the overwhelming challenges of the Maze.
“The Maze is a code. We're meant to solve it.”
— Thomas theorizing that the Maze is not just a physical barrier but a puzzle designed to be deciphered.
“I don't know who I am, but I know I'm not a coward.”
— Thomas asserting his identity and bravery despite having no memory of his past.
“Sometimes you have to go through the pain to get to the truth.”
— Reflecting on the harsh realities the Gladers face as they uncover secrets about their world.
“We're all in this together, like it or not.”
— Emphasizing the necessity of cooperation among the Gladers for survival in the Maze.
“The Grievers are just the beginning.”
— A warning that the monstrous Grievers are not the only threats the Gladers will encounter.
“Memories are slippery things.”
— Commenting on the unreliable and fragmented nature of the Gladers' memories, which were erased.
“You can't just sit around waiting for things to happen. You have to make them happen.”
— Thomas encouraging proactive action rather than passive acceptance of their trapped situation.
“The Glade is our home, but it's also our prison.”
— Describing the dual nature of the Glade as a safe haven and a confining enclosure.
“Trust is a fragile thing in a place like this.”
— Highlighting the difficulty of building and maintaining trust among the Gladers under constant threat.
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