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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e02_35.jpg]]
2 [[caption-width-right:350:In the middle top, you can ([[PixelHunt maybe]]) see your characters. The door on the top right is the exit. [[NintendoHard This is one of the simpler levels, by the way.]]]]
3
4-> '''PlayerCharacter:''' Well gentlemen, that's a solid mumbo-jumbo. What should we do with it all?
5-->-- Beginning of ''Quadrax Neverending''
6
7Quadrax is a cooperative PuzzleGame series featuring some [[PlatformGame platforming]] elements. The main objective is to get every person under your control, which can range from one to three, into the exit and, if they are present, to collect all crystals there. The player has to achieve this by cooperation between the persons and using elements present within the game, such as elevators, tunnels, but most importantly, a wide array of [[BlockPuzzle different stone blocks]] (in czech language, the word for 'stone block' is 'kvádr', pronounced similarly to 'quadr', hence the name of the game).
8
9The origin of the game can be traced back to 1995, when Slovak company ''Cauldron'' created the first game in the series, ''Quadrax''. The game featured two adventurers looking up for their colleagues within the temple of the sun. Its main objective was to get them into the exit using stone blocks and various machinery, with hundred levels standing against the player. The game was then inspiration for freeware project by ''Alfaline'', which, after some DevelopmentHell, was released under the title ''Quadrax III'' (the second game titled ''Return to Quadrax'' was scrapped during said hell). The current line-up includes:
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11* ''Quadrax'': The original game created by ''Cauldron''. Takes place in a temple randomly appearing in Egypt. It is now available as abandonware [[http://www.bestoldgames.net/eng/old-games/quadrax.php here]]. You may need DOS emulators such as UsefulNotes/DOSbox here.
12* ''Quadrax III'': The spiritual successor to Quadrax, created by ''Alfaline'', which also applies to next games. Has been revised in 2005, including fifteen new levels and better graphics. Features two new heroes, the [[PlayerCharacter player's avatar]] and his best friend, Andy.
13* ''Quadrax IV'': Returns in Egypt to find out what happened to the heroes from the first game. Lightens up a difficulty a bit by introducing hint scrolls.
14* ''Quadrax V'': Introduces new character, Rudy, named in homage to the person first finishing previous installment, Rudy Versele, raising the number of controllable characters to three, thus ramping up the difficulty. This time the story turns around the Mayan pyramids.
15* ''Quadrax VI'': Concentrates on searching for legendary Atlantis. Introduces diamonds (later crystals) as [[GottaCatchThemAll compulsory collectible]].
16* ''Quadrax VII'': Takes place on various places around the world with the climax taking place on Laputa, the legendary floating island, which is also apparent source of aforementioned diamonds/crystals.
17* ''Quadrax VIII'': Takes place almost everywhere again, including [[RecycledInSpace In Space!]] and on other planet, before returning to Laputa again.
18* ''Quadrax X'': The next sequel, due to ''Quadrax IX'' being cancelled again because of an old engine. ''Quadrax X'' features new engine and takes place in an active volcano and AfterTheEnd, among other things. Also has an editor which allows you to create your own puzzles as stand-alone application.
19* ''Quadrax Neverending'': The latest installment which is expanded by new episodes from time to time. It is based on improved engine from ''Quadrax X'' and puts it to good use. Also introduces [[GravityScrew anti-gravity blocks]] and wooden crates in underwater levels for those who think the game [[NintendoHard isn't hard enough already]].
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21The list of game sites from ''III'' onward is available [[http://quadrax.wz.cz/app/page11_en.php here]] along with level editor for ''X'' (and ''Neverending'' by extension). Please note that due to [[NintendoHard difficulty]] of later games, it is better to start by III or IV to preserve your [[RageQuit own sanity and your computer]].
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23There is also a remake of ''III'' - ''VIII'' called ''Quadrax Definitive'' that uses the engine from ''Neverending'' and fixes many of unplanned solutions. Due to engine differences some of levels had to be modified or replaced, but otherwise it is quite faithful to the original. It also fixes unintended shortcuts in most levels. Currently the remakes of up to ''V'' are released, with remakes of other games being planned for later. You can access it [[http://quadrax.wz.cz/app/page005_cz.php here]].
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25'''Please do not post any hints or solutions for given particular level, not even in spoiler tag!''' Since solving the puzzle is the entire point of the game, [[NoChallengeEqualsNoSatisfaction what would be the interest of playing it by walkthrough anyway?]]
26
27!!''Quadrax'' series contains examples of:
28* AcceptableBreaksFromReality: No one expects anyone to be able to push 8 cubic meters of rock or the person to move at a walking speed when a stone blocks threatens to fall on his head. But since here it is a core play mechanic with clearly defined rules, nobody cares.
29* AlreadyUndoneForYou: Judging by the number of skeletons of less than successful heroes there it is quite convenient that the puzzle is left in solvable state. Justified and discussed since the levels [[spoiler:are put there as a tests, the whoever entity that controls them has the interest to keep them in solvable state]].
30* BehindTheBlack: Some diamonds/crystals are hidden behind the blocks or obstructed by foreground, but by all means the heroes should be able to see them.
31* BigBad: [[spoiler: First game has Sutech, but since then he was [[{{Retcon}} retconned]] into hallucination. The story suggests an existence of extra-terrestrial race that wipes out anyone failing the tests the temples represent, making them possibly this or OutsideContextVillain for the series.]]
32* BigDamnHeroes: [[spoiler: In ''V'', after crashing the plane on an abandoned island at the beginning of the game, the heroes are saved by Gusta, Rudy's friend once all puzzles are solved.]]
33* BlackoutBasement:
34** ''X'' has [[DownplayedTrope downplayed]] version in third episode. The level takes place during night, however unlike in previous games this projects into color desaturation and reduced brightness of the level. That means that while you can see somewhat clearly all objects in night levels you can have trouble to distinguish the type of [[ColorCodedForYourConvenience levers and switches and heroes]].
35** Levels of sixth episode of the same game however play this straight. There are switches that turn off energy in the entirety of current stage, plunging it into total darkness (as in black screen). [[GameplayAndStoryIntegration Due to only main character being equipped by a (weak) light]], he's the only one that can see few steps around him.
36** First episode of ''Neverending'' has day-night shift and weather changes. The stages during night are about the same as in ''X''. And God help you if you play the stage during the night AND the storm ...
37* BadassInDistress:
38** Everytime one of the heroes is trapped in some part of level and others have to help him get out, which is almost always. Their cooperation is necessary to reach the level's end.
39** Storywise, [[spoiler:Rudy at the beginning of ''VII''. The motivation for the entire adventure is to help him out of a cave which entrance is guarded by poison dart trap. Surely enough at the end of first episode, [[GameplayAndStoryIntegration this is the puzzle you have to solve]].]]
40* BottomlessPits: Until ''X'' they weren't possible due to game engine, even if they ''looked'' bottomless. They start to appear only with ''Neverending''. ''Definitive'' version makes them truly bottomless as well.
41* BlockPuzzle: The main point of the game.
42* {{Cliffhanger}}: [[spoiler: What ''VII'' and ''VIII'' ends with.]] Also the episode 3 of ''Neverending'' contains two quite literal examples.
43* ColorCodedForYourConvenience: Different levers and switches have different colors from ''IV'' onward - red levers/white switches is classic unrestricted version, blue can be used only [[ItOnlyWorksOnce once]], green only twice, and gold switches turn back after some time. Note that ''I'' and ''III'' have [[ItOnlyWorksOnce one-time-only version]], but it is red instead. The characters player uses are also only distinguished by color.
44* ConvectionSchmonvection:
45** The heroes can stand next to a flame and suffer no ill effects until they walk directly into it. In ''X'', they can even push what is a block of ''semi-solidified lava''.
46** Extreme cold doesn't seem to bother them either, as levels in Antarctica can attest, though this is explained in story.
47* ConveyorBeltOfDoom: Subverted since it will stop once hero steps on it. Played straight if it is menacing to drop a block on his head.
48* CrateExpectations: Well, stone block expectations. They come in different numbers and flavors in each level and game.
49** Then ''Neverending'' introduced actual crates during last few levels of fourth episode, and as this screenshot in [[http://quadrax.wz.cz/app/page09_en.php gallery shows]], the next episode ups the ante considerably.
50* DamnYouMuscleMemory: Good luck playing other levels after the episode 4 where FallingDamage does not apply.
51* DeathCourse: Some levels or their parts. Example: The beginning of level 12 in ''I''.
52* DungeonBypass: Sometimes possible due to [[NotTheIntendedUse oversight]] on tester's part. However, sometimes the level only ''seems'' to have a certain solution, but when you attempt that you'll find out you're one block short on it or there is one final switch that prevents you from finishing the level. The real solution has some gimmick instead and allows you to bypass most of the level.
53* EnergyWeapon: The laser guns from ''VIII'' and later work just like faster version of poison dart traps, shooting a laser projectiles instead.
54* EverythingTryingToKillYou: Yeah, most of things that you can and need to use can also wipe you out. Stone blocks falling on your head, that lever opening the trapdoor under you resulting in you falling to your doom, electric gates, laser guns and so on... On the other hand, elevators ''won't'' squish you, which comes handy quite often ...
55* FallingDamage: Any fall from higher than 1.5 times the height of stone block will lead to death of a hero. Averted in episode 4 and 5 of ''Neverending'', since it takes place underwater.
56* FloatingPlatforms: Many, and you can sometimes place your own by using Levitating blocks.
57* ForceFieldDoor: A variation, which blocks the passage in one direction only and only for the heroes.
58* FrictionlessIce: Later games have blocks that are made from such ice/metal/''lava''. They won't stop until they fall from current floor or are stopped by an obstacle or conveyor belt going in opposite direction. Also applies to levitating blocks barring, obviously, the falling part.
59* GameplayAndStoryIntegration: Starting from ''III'', most of elements in the game are actually explained in-story (albeit sometimes only in a [[{{Handwave}} handwave-y]] manner), such as levitating blocks, the presence of diamonds/crystals, or why the hell there are hidden labyrinths in an AbandonedMine in the first place.
60* GottaCatchEmAll: Diamonds/Crystals from ''VI'' onward. You can't leave level until you get them all. Quite unfortunate if the crystal is stacked in some not exactly accessible place, which is more often than not.
61* GravityScrew:
62** ''Neverending'' introduces stone blocks that fall ''up''. At least this is explained in story beyond basic 'screw you'.
63** The episode 4 of the same game introduces wooden crates in last few levels. These have the same property that wooden blocks have (you can push two of them at once), but since this episode takes place underwater, the boxes actually float like previously mentioned blocks do. They stick around for the next episode, much to the players' chagrin.
64* HappyEndingOverride: Courtesy of the sequels being made by new developer. [[spoiler:The first game ended with the surviving hero becoming basically a God while the BigBad of game, Sutech, was destroyed. Come ''Quadrax IV'', and new duo of heroes finds his remains, explaining that becoming a God and Sutech part were the result of hallucinations due to food and water deprivation.]]
65* ImpaledWithExtremePrejudice: ''Neverending'' and Ice Caverns have replaced poison dart traps/laser guns with traps that shoot icicles, with this trope being the result if the trap is sprung on heroes.
66* [[ItOnlyWorksOnce It Only Works Once/Twice]]: Blue levers/white switches (once) and green levers/switches (twice) in ''IV'' and later. Note that the 'once only' version is also present in ''I'' and ''III'', but is colored as red.
67* KillItWithFire: You can become victim of this if you run into the flames on the ground.
68* LuckBasedMission: Averted with very few exceptions, like level 7 in ''Neverending'', and even then the hint scroll warns you that is a good idea to save your game before.
69* TheManyDeathsOfYou: Well, as of the latest games, the characters can die by falling from too much height, having block dropped on them, being shot by poison dart or laser, being incinerated, shocked, [[TeleFrag teleported into block]]...
70* MalevolentArchitecture: Like you wouldn't believe. Chasms impossible to cross unless bridge from stone blocks is built? Check. Switches that make level {{Unwinnable}} or outright kill the characters? Check. Simpler routes to crystals or exit that have a switch which you ''must'' trigger and which make further progress impossible? Check and mate. Justified though because the places are meant to test the heroes' skill.
71* MarathonLevel: quite a few:
72** ''Quadrax IV'' has 'Anubis', level 44. Quite fitting to have a name after Egyptian God of Afterlife. Level 89 would be this, were not for [[NotTheIntendedUse considerable shortcut]]. Its fixed version appears in next sequel as level 69 however, where it definitely is this.
73** ''Quadrax V'' also has level 58, which can take almost half an hour to finish, but expect taking much more time there to actually find that solution.
74** ''Quadrax VII'' and level 73 being the most memorable. Some other levels may count too.
75** Half of episode taking place inside pyramids from ''Quadrax Neverending'' is like this. The level 20 is the worst of bunch, and the longest level to date. Levels 28 and 35 from the same game too.
76* TheMaze: The point of some levels. Most games also have a level with truckload of tunnels at some point, with the objective of finding the correct sequence to get to the exit (or three because of TemporaryPlatform). Have pen and paper ready.
77* NamesToRunAwayFromReallyFast: Some levels have names such as 'Purgatory' or 'Crane Opener'. Needless to say, you won't get out easily from those ones.
78* NoFairCheating: ''III'' to ''V'' have randomly generated sets of passwords to prevent some players from distributing the passwords to the others. Trying to brute force them? Tough luck, the game [[DevelopersForesight won't allow you to access a level even with]] ''[[DevelopersForesight correct password]]'' [[DevelopersForesight as long as the previous level's finishing time is zero, ie; it was never finished.]]
79* NonIndicativeName: Some levels, on the other hand, may have not-so-intimidating name but are absolutely hellish. 'Miniature Problem' from episode 4 of ''Neverending'' would be one.
80* NotTheIntendedUse: Some levels have alternate easier solutions due to rather original use of the elements present there which weren't found by testers. However, the fact that the solution is ''easier'' doesn't always mean it's ''easy''.
81* NintendoHard: ''Invoked'' in later iterations. Think ''VideoGame/IWannaBeTheGuy'' but PuzzleGame. Hell, both even have objects that fall '''up'''. And due to levels being fixed, thus leaving out [[RandomNumberGod random factor]], it is ''not'' [[LuckBasedMission luck based fare]].
82* OddlyNamedSequel2ElectricBoogaloo: Actually pretty normal with three exceptions:
83** ''Quadrax III'' was developed by other and current developer. The absence of ''Quadrax II'', or ''Return to Quadrax'' under working title, was because the idea was scrapped, and ''III'' was only developed at a later date with the game having different aspects.
84** ''Quadrax IX'' was again cancelled because of old engine, but its remains were used to create ''Quadrax X''.
85** Instead of ''Quadrax XI'', we got ''Quadrax Neverending''. This is because it breaks tradition by having its episodes periodically released after they are finished and the number of levels can go beyond 100.
86* OneHitPointWonder: Anything that does damage to heroes kills them outright, even poison darts. You need to have all of them alive at the end of the level.
87* OnlySmartPeopleMayPass: The game itself of course, but it is implied that [[spoiler:any civilization that doesn't complete the temples of test gets wiped out by some extra-terrestrial force, effectively changing this to Only Smart People May ''Live'']].
88* PasswordSave: Games up to and including ''V'' gave you a password after completing a level. These passwords were randomly generated for ''III'' - ''V'' so [[NoFairCheating somebody else wouldn't give you password to level you didn't unlock yet]]. ''VI'' and later use account-based system instead.
89* PowerFloats: Crystals themselves and nearby environment as well if the crystals are heated. Exemplified by levitation blocks.
90* PressXToDie: Sometimes, you have a lever that either frees a block that falls directly on your head, or instead opens a hatch that drops you to your doom. Frequently this is ''required'' to do so, so you must move away quickly, or activate some other device beforehand that will protect you.
91* RemixedLevel:
92** Sometimes if level presents way easier solution, it will appear in the sequel with corresponding patch. An example would be level 69 in ''V'', which is extended and fixed level 89 from previous game.
93** Every game between ''III'' and ''X'' includes a typical sequence featuring three stone blocks and several platforms, which is even called by author as 'Building Block' in one moment, and solving it is basic knowledge to advance through levels.
94** In ''V'', level 58 is the synthesis of two previous ones.
95** In ''VI'', levels 81 and 82 are the same save for one slight but critical detail.
96** In ''X'', one half of level 75 is the same as in 37 except, again, one detail.
97** In ''Neverending'' there are two exactly same levels differing by two blocks and one switch.
98** The 7th episode of ''Neverending'' are the levels from first game, with few corrections to prevent unplanned solutions.
99** ''Definitive'' version is this for ''all levels in III-VIII''. Some levels that reappeared with fixes later were consequently replaced.
100* {{Retcon}}:
101** The ending of [[spoiler: ''I'' gets retconned in ''IV''. Or, better to say, [[HappyEndingOverride explained from different perspective]].]]
102** The ''entirety'' of [[spoiler: ''VII'' at its end. The characters, after giving wrong answer to some unknown entity, get transported in time at the beginning of their adventure, undoing the integrity of the game, though they still retain their memories]].
103* RidiculouslyDifficultRoute: Most of the time the easy way is not an option because of that damn switch that activates some kind of trap or closes an exit.
104* SaveGameLimits: You can't save ''at all'' in ''I'' and ''III'' while being in level, meaning screwing up means restart from its beginning. ''IV'' was the same, but later the patch allowing to save ''once'' per level was released. ''VI'' introduced expansion save-slots that had to be picked up in level and allowed to save additional times, one time more per pick-up (rewriting the same save). ''X'' introduced four save-slots, with the possibility of saving up to four times for given track (meaning if you saved in first slot, then second, then loaded the first save, you could save in the second slot again). Up to ''VI'', the progress between levels was done via password system, which got then replaced by account system. Also, note that it is possible to save in an {{Unwinnable}} state.
105* SchmuckBait: Some switches and levers do nothing and only exist to distract you and pull you in an unwinnable situation. Others trigger some harmful action. Also, you can be sure that if there is an obviously easy path to the crystal you need to get and there is a button on the ground, you can be sure that the button ''will'' kill you or block an exit.
106* ScreenShake: Two last episodes of ''X'' to simulate an earthquake due to taking place near/in an [[LethalLavaLand active volcano]].
107* ShoutOut: Many, notably to '''Anime/CastleInTheSky'' from which inspires the idea around levitating crystals.
108* ShownTheirWork: Many locations show the corresponding artifacts or elements for which the given location is famous. The best examples, however, are the ''Titanic'' levels in ''Neverending'' where the engine models player can see are based on real ones, and the Nevada desert just after, that shows pictures from real national park Archen in the level of the same name.
109* SuperNotDrowningSkills:
110** Atlantis in ''VI'', where thirty levels take place underwater, yet characters don't have any sort of breathing apparatus.
111** In ''Neverending'', the fourth episode takes place in underwater ruins and the next one in 'Titanic'.
112* TeleFrag:
113** First game had teleports that allowed the adventurers to teleport between them. If the exit teleport was blocked by a stone block, the character would be teleported into it and die for an instant restart. Next installments replaced them by tunnels (character wouldn't simply pass through) until ''VIII'', which reintroduced teleports again, with this being the only difference between them and tunnels. Also, from ''X'' onward, if a block is teleported and the character is in the exit portal, he'll get killed too.
114** The games however don't allow telefragging between objects, meaning a block won't teleport if there is already another in destination. Same applies if there is an elevator, door etc. already. You will need to exploit this ''a lot'' to advance.
115* TemporaryPlatform:
116** Unstable ground, which comes in three flavors. Note that these ''cannot'' be returned to their original state:
117*** The classic one present throughout the series will break when a hero passes over or underneath it. In ''I'' the vertical range of effect was unlimited as long as there was free space between the character and the ground. From ''III'' onward, the hero has to pass directly under it. It is unaffected by stone blocks meaning you can push them on it and nothing won't happen, which is especially useful with [[FrictionlessIce ice blocks]].
118*** The second one will, in addition to previous, break when a stone block falls on it. This type appears only from ''X'' onward.
119*** The third one, on the other hand, will break only when a stone block falls directly on it. Note that it ''won't'' break if the block doesn't fall on it with its entire side.
120** Also some platforms or bridges that can be retracted away.
121* TimedMission: ''VI'' made some puzzles this by introduction of timed switches and levers. Sometimes the puzzle is to arrange elements in such a way that you can make it from the switch to the element it controls in time.
122* TimeTrial: You can compete with others for the shortest time one can pass through level. From ''VII'' the number of steps becomes the main criterium, though in case of their equal number the time is still decisive.
123* UnwinnableByDesign: From ''QIV'' which actually allowed you to save the games qualify as Cruel example. While you can't lose the access to level you unlocked unless you erase the game or lose your password, the game ''will'' happily allow you to save in an unwinnable situation. Before ''X'' you could even rewrite your save after making a mistake, losing a ton of progress in given level (especially since multiple saves were given in only [[MarathonLevel an especially long levels back then]]).

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