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Modron Maze (AR13FY, AR13EN, AR13FD, AR13WZ)


Did we miss anything on this map? Is there something we didn't discover? Let us know!


 
 
To reach the Modron Maze, you must first purchase the Modron Cube from Vrischika's Curiosity Shoppe in the Clerk's Ward, then pay a visit to the Modrons within the Brothel of Slating Intellectual Lusts. Speak with any of them to learn that the Modron Cube is actually a portal and that manipulating it a certain way will activate it. When you use it from your inventory, you'll be brought to a dialogue screen. Choose "Extend the Left Wing", "Extend the Right Wing", then "Rotate the Right Arm" to be brought to the Modron Maze.

The Modron Maze is the only randomly generated area ever created for an Infinity Engine game, so you can expect a fairly unique experience. The maze is constructed of sixty-four small rooms that are set up equally in a perfect square with eight rows and eight columns. Every time the maze is generated, it keeps its same shape until it is "reset" again, so feel free to sketch an 8 x 8 square map and keep track of which rooms you've been to.

1 - Modron Foyer

When you first activate the Modron Cube, you'll arrive in the Modron Foyer. The room contains a single Modron that can give you a little bit of background information about the maze, but don't expect a whole lot of help from it.

You need to make your way to the Engineering Room (area #2), so head through the east doorway to get started. The maze is initially set to "Easy", so you'll be battling through Low Threat Constructs as you search for the Engineering Room. As one would expect, these machines are pretty easy, but they are a good source of experience and coin nonetheless.

The doorway into the Engineering Room will always be to the west, so keep this in mind as you wander through the maze.


2 - Engineering Room

When you finally arrive in the Engineering Room, speak to the Modron near the middle of the room to learn that the Modron Maze is broken and needs to be "reset." Apparently the previous Director of the maze no longer exists and the Modrons are unable to reset the maze without him. Simply proclaim yourself as the new Director of the maze, then instruct the Modron to reset the maze.

In order to access Nordom's Room (area #3) and the Wizard's Lair (area #4), you must change the dungeon to the "Hard" difficulty setting. Once this is complete, return to the maze to discover that all of the rooms have been randomly generated again and that they are now inhabited by High Threat Constructs. These machines are much tougher than the Low Threat versions we fought earlier, so be very careful when doing battle with them. They're worth 4000 experience points each, though, so you'll find that resetting the maze over and over again can essentially provide you with an endless amount of experience if you're willing to fight Constructs for hours at a time.

Our next order of business is to find Nordom's Room. The doorway into the room will always be to the north, so that's what we'll be looking for this time around.


3 - Nordom's Room

Nordom is a crossbow-wielding Modron that can make a great addition to the Nameless One's party, if you have room for him. Strike up a conversation and you'll eventually be given the option to let him join your ranks, which will earn you 36,000 experience points. There are several important conversations you can have with Nordom after he's in your party, so be sure to check his companion page for full details about each.

Once you've spoken with Nordom as much as you'd like and decided whether or not to let him join your party, it's time to track down the Evil Wizard Construct elsewhere in the maze. The doorway into the Wizard's Lair will always be to the east, so keep your eyes peeled for any exits heading that way.


4 - Wizard's Lair

When you finally make it to the Wizard's Lair, you'll enter a conversation with Rubikon, the Master Wizard. Rubikon will explain that he disintegrated the maze's previous Director and that you must be dispatched of to keep you from foiling his plan to take control of the Modrons and conquer the world beyond.

Obviously, this ends up turning into a battle. The wizard is capable of launching some pretty potent spells, including the graphic intensive Mechanus Cannon. He's also flanked by a handful of High Threat Constructs, so this battle can prove to be fairly difficult. When the wizard finally falls, search his corpse to find the Portal Lens, a Heart Charm, a Scroll of Mechanus Cannon, some coppers, and a Military Pick that turns out to be the Rod of Modron Might.

The Portal Lens will allow you to return to Sigil, so use it whenever you're ready to leave.

Walkthrough
Beginning
Mortuary Level 1
Mortuary Level 2
Mortuary Level 3
The Hive
Northeast Hive
Gathering Dust Bar
Northwest Hive
Southeast Hive
Smoldering Corpse Bar
Southwest Hive
Ragpicker's Square
Alley of Dangerous Angls
Beyond the Hive
Mausoleum Level 1
Mausoleum Level 2
Trash Warrens
Buried Village
Pharod's Court
Pharod's Vault
Weeping Catacombs
Nameless One's Tomb
Dead Nations
Drowned Nations
Warrens of Thought
Tenement of Thugs
Alley of Lingering Sighs
Lower Ward
Lower Ward
Bones of the Night
Great Foundry 1
Great Foundry 2
Clerk's Ward
Clerk's Ward
Brothel
Brothel Cellar
Civic Festhall 1
Civic Festhall 2
Public Sensorium
Private Sensorium
Siege Tower
UnderSigil
The Mazes
Modron Maze
Player's Maze
Ravel's Maze
Curst
Outer Curst
Traitor's Gate Tavern
Inner Curst
Curst Underground
Curst Prison
Outlands / Baator
Outlands
Baator
Pillar of Skulls
Carceri
Curst Gone
Carceri
Curst Administration
Fortress of Regrets
Fortress of Regrets 1
Fortress of Regrets 2
Trial of Impulse
Maze of Reflections
Fortress Roof
 
 
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