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==History== | ==History== | ||
===14th century=== | ===14th century=== | ||
These undead madmen guarded the Asylum Grounds. They went insane after the disappearance of the [[Head Monk]] of the [[Asylum]]. They would sleep in open graves scattered throughout the hedge maze. Their bretheren would wake them by ringing bells situated near their sleeping spots. | These undead madmen guarded the Asylum Grounds. They went insane after the disappearance of the [[Head Monk]] of the [[Asylum]].{{Gameref|MED2019}}{{Gameref|MED2019-Bestiary|Mad Monks}} They would sleep in open graves scattered throughout the hedge maze. Their bretheren would wake them by ringing bells situated near their sleeping spots. | ||
==Gameplay== | ==Gameplay== | ||
===Overview=== | ===Overview=== | ||
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====Official Strategy Guide entry==== | ====Official Strategy Guide entry==== | ||
The Grounds Keepers might have been normal, law-abiding every day citizens. But, after years tending to this bizarre and twisted landscape neighboring the asylum, they've lost their marbles as well. Throw in a dash of Zarok's bad juju and it's a recipe for disaster four our old friend Fortesque. While they might look a bit portly, these crazies are tough, requiring multiple hits from just about any weapon. Get in close and chop away with your [[Broad Sword]], until they are ashes and dust. | The Grounds Keepers might have been normal, law-abiding every day citizens. But, after years tending to this bizarre and twisted landscape neighboring the asylum, they've lost their marbles as well. Throw in a dash of Zarok's bad juju and it's a recipe for disaster four our old friend Fortesque. While they might look a bit portly, these crazies are tough, requiring multiple hits from just about any weapon. Get in close and chop away with your [[Broad Sword]], until they are ashes and dust.{{Bookref|MED-Prima}} | ||
===''MediEvil'' (2019 remake)=== | ===''MediEvil'' (2019 remake)=== | ||
====Book of Gallowmere entry==== | ====Book of Gallowmere entry==== | ||
Disciples of the head monk, these men of the cloth have been driven mad by the disappearance of their master - and Jack's incessant ramblings. | Disciples of the head monk, these men of the cloth have been driven mad by the disappearance of their master - and Jack's incessant ramblings. | ||
The harsh chime of a bell tells them an unwelcome guest has arrived. Or that it's time for dinner. Perhaps both! | The harsh chime of a bell tells them an unwelcome guest has arrived. Or that it's time for dinner. Perhaps both!{{Gameref|MED2019-Bestiary|Mad Monks}} | ||
==Behind the scenes== | ==Behind the scenes== | ||
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=====Human version===== | =====Human version===== | ||
[[File:MediEvil1998-MadMonks-ConceptArt.jpg|Concept art by [[Jason Wilson]].|thumb|right]] | [[File:MediEvil1998-MadMonks-ConceptArt.jpg|Concept art by [[Jason Wilson]].|thumb|right]] | ||
In concept art and early game versions such as the ''[[MediEvil Rolling Demo]]'' and the ''[[MediEvil ECTS Pre-Alpha]]'', the monks are not undead, but human. Some of them are peaceful, tiptoeing around the grounds on bare feet with their hands clasped in prayer, chanting. Others wield shovels and attack Dan much like their final iteration. These elements were likely removed to avoid religious backlash. | In concept art and early game versions such as the ''[[MediEvil Rolling Demo]]'' and the ''[[MediEvil ECTS Pre-Alpha]]'', the monks are not undead, but human. Some of them are peaceful, tiptoeing around the grounds on bare feet with their hands clasped in prayer, chanting.{{Gameref|ECTSPreAlpha}} Others wield shovels and attack Dan much like their final iteration. These elements were likely removed to avoid religious backlash. | ||
This early version of the Mad Monks had seven animations, two of which were cut: | This early version of the Mad Monks had seven animations, two of which were cut: |