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It is recommended to come prepared for a very long dungeon crawl; 20-30 Blood Charms at least will be required to get to the Director, even with [[Fall-from-Grace]]. Bringing more Charms than that is recommended; the weaker 2,000 XP [[Trelon]]<ref>http://oracle.wizards.com/scripts/wa.exe?A2=ind0011c&L=planescape-l&P=3069 Planescape L-Archives</ref> enemies in [[Undersigil]] can be killed for their loot; resting in the [[Civic Festhall]] to regain Grace's healing spells makes it a financial gain even when the harder 8,000 XP [[Larval Worm]] enemies that drop no loot are encountered. Or kill the [[Black Abishais]] back in [[The Hive]] for faster (real life time), better XP but much poorer loot. The short trip to the control room is nothing much, but setting the maze to Hard makes it a long and brutal journey. The maze is 64 square rooms, in an eight-by-eight square; everytime the maze difficulty is reset in the control room, the doorways on each side of the rooms are opened or closed, making a maze with a different configuration. There is no way out of the maze without a [[Portal Lens]], and unless the party is lucky enough to find one as loot, they must make it to the Wizard Construct and defeat it; it always drops one, along with a [[Mechanus Cannon]] scroll. But even teleporting out of the maze is little more than an emergency measure; it does not help the party progress, but only to make a map of the maze. This is because the enemies respawn every time the party leaves Rubikon, until the Wizard Construct is defeated. After it is defeated, enemies will no longer respawn, and the player can rest to regain spells, particularly [[Fall-from-Grace]]'s heal spells, which save on healing items. The Portal Lens will teleport back and forth between various points in Sigiland the Rubikon maze start point.
 
It is recommended to come prepared for a very long dungeon crawl; 20-30 Blood Charms at least will be required to get to the Director, even with [[Fall-from-Grace]]. Bringing more Charms than that is recommended; the weaker 2,000 XP [[Trelon]]<ref>http://oracle.wizards.com/scripts/wa.exe?A2=ind0011c&L=planescape-l&P=3069 Planescape L-Archives</ref> enemies in [[Undersigil]] can be killed for their loot; resting in the [[Civic Festhall]] to regain Grace's healing spells makes it a financial gain even when the harder 8,000 XP [[Larval Worm]] enemies that drop no loot are encountered. Or kill the [[Black Abishais]] back in [[The Hive]] for faster (real life time), better XP but much poorer loot. The short trip to the control room is nothing much, but setting the maze to Hard makes it a long and brutal journey. The maze is 64 square rooms, in an eight-by-eight square; everytime the maze difficulty is reset in the control room, the doorways on each side of the rooms are opened or closed, making a maze with a different configuration. There is no way out of the maze without a [[Portal Lens]], and unless the party is lucky enough to find one as loot, they must make it to the Wizard Construct and defeat it; it always drops one, along with a [[Mechanus Cannon]] scroll. But even teleporting out of the maze is little more than an emergency measure; it does not help the party progress, but only to make a map of the maze. This is because the enemies respawn every time the party leaves Rubikon, until the Wizard Construct is defeated. After it is defeated, enemies will no longer respawn, and the player can rest to regain spells, particularly [[Fall-from-Grace]]'s heal spells, which save on healing items. The Portal Lens will teleport back and forth between various points in Sigiland the Rubikon maze start point.
   
It is recommended to save often here. The foes are tough, and the player may prefer to find Nordom before the Wizard Construct. If the player encounters the Wizard first, they must remember to ask the Wizard Construct about the fate of the previous Rubikon project Director, if they want to upgrade Nordom. This information is required in order to convince [[Nordom]] that [[The Nameless One]] is the new director, after which he gains focus and confidence. There is no other source for this information.
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It is recommended to save often here. The foes are tough, and the player may prefer to find Nordom before the Wizard Construct. If the player encounters the Wizard first, they miss Nordom's first upgrade. Conversely, unless they encounter the Wizard Construct and ask the Wizard about the fate of the previous Rubikon project Director, they miss Nordom's second through eighth upgrades. This information is required in order to convince [[Nordom]] that [[The Nameless One]] is the new director, after which he gains focus and confidence.
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== Nordom's upgrades and the Maze ==
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* http://www.gamefaqs.com/pc/187975-planescape-torment/faqs/7964
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[[File:Nordom feet head.jpg|thumb|500px|Nordom is different to other Modrons]]
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:See [[Nordom#Upgrades]]
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There are a couple of imperatives, things that <u>must</u> be done in order to get Nordom fully upgraded.
  +
* Nordom <u>cannot</u> be fully upgraded if the [[Evil Wizard Construct]] 'boss' enemy is encountered first, because the "Mechanus" dialogue option to give him +1 [[Int]] and [[Con]] is removed after that. So the player must be prepared to revert to an earlier save if they encounter the boss enemy before they encounter Nordom. The most straightforward way to do this is to save before going through any and all north doors (top right in isometric view) because that is the only kind of entrance that fits with the Evil Wizard's room, and always go through any west (left) doors, because that is the only kind of entrance that fits with Nordom's Room.
  +
* Until the Evil Wizard Construct is killed, the dungeon enemies will respawn if the team teleports out of the maze. The team cannot be reformed while in the maze. And as mentioned above, Nordom must be found first. The player must thus, either be prepared to fight through the enemies with a full party of six until they find Nordom, and then, with the benefit of any map they might have made for themselves, fight through the enemies on the path to Nordom with five team members, or bring only five team members to start with (someone must be, or have been, booted from the party if both [[Fall-from-Grace]] and [[Ignus]] have joined)
   
 
* [http://torment.sorcerers.net/armory/monsters/monsters.shtml Enemy pictures including the Low and High Threat Constructs]
 
* [http://torment.sorcerers.net/armory/monsters/monsters.shtml Enemy pictures including the Low and High Threat Constructs]

Revision as of 23:15, 18 August 2012

"This is Limbo, yet it rings of Mechanus" - Dak'kon
"...I feel like I'm in a cuckoo clock...A cuckoo, cuckoo clock..." - Morte

Rubikon, a part of Limbo (WP) given form by Modrons (WP) from Mechanus (WP). When Modrons are around the stuff of Limbo for too long, they lose touch with the comforting serenity and certainty of Mechanus and go rogue...and the Rubikon project was not all that sane to begin with...

Accessed by buying the Metallic Cube from the Exotic items section of Vrischika's Curiosity Shop, talking to the Modrons in the Brothel for Slaking Intellectual Lusts and Use the item. The left knee is already bent when the other options are first displayed, but it must be done first on successive attempts. After the left knee is bent, extend the left wing, then extend the right wing, then rotate the right arm. The Modron figurine can be used again and again to gain access to the Maze thereafter; the whole procedure is simplified to one dialogue choice once the puzzle is first solved.

Before the control room can be accessed, the robotic foes, Low Threat Constructs, are 500 XP each and die almost instantly. Once the 'dungeon' is set to Hard, the High Threat Constructs are 4,000 XP, and that's not nearly enough. Setting it to hard is the only way to find the Evil Wizard Construct and find Nordom

It is recommended to come prepared for a very long dungeon crawl; 20-30 Blood Charms at least will be required to get to the Director, even with Fall-from-Grace. Bringing more Charms than that is recommended; the weaker 2,000 XP Trelon[1] enemies in Undersigil can be killed for their loot; resting in the Civic Festhall to regain Grace's healing spells makes it a financial gain even when the harder 8,000 XP Larval Worm enemies that drop no loot are encountered. Or kill the Black Abishais back in The Hive for faster (real life time), better XP but much poorer loot. The short trip to the control room is nothing much, but setting the maze to Hard makes it a long and brutal journey. The maze is 64 square rooms, in an eight-by-eight square; everytime the maze difficulty is reset in the control room, the doorways on each side of the rooms are opened or closed, making a maze with a different configuration. There is no way out of the maze without a Portal Lens, and unless the party is lucky enough to find one as loot, they must make it to the Wizard Construct and defeat it; it always drops one, along with a Mechanus Cannon scroll. But even teleporting out of the maze is little more than an emergency measure; it does not help the party progress, but only to make a map of the maze. This is because the enemies respawn every time the party leaves Rubikon, until the Wizard Construct is defeated. After it is defeated, enemies will no longer respawn, and the player can rest to regain spells, particularly Fall-from-Grace's heal spells, which save on healing items. The Portal Lens will teleport back and forth between various points in Sigiland the Rubikon maze start point.

It is recommended to save often here. The foes are tough, and the player may prefer to find Nordom before the Wizard Construct. If the player encounters the Wizard first, they miss Nordom's first upgrade. Conversely, unless they encounter the Wizard Construct and ask the Wizard about the fate of the previous Rubikon project Director, they miss Nordom's second through eighth upgrades. This information is required in order to convince Nordom that The Nameless One is the new director, after which he gains focus and confidence.

Nordom's upgrades and the Maze

Nordom feet head

Nordom is different to other Modrons

See Nordom#Upgrades

There are a couple of imperatives, things that must be done in order to get Nordom fully upgraded.

  • Nordom cannot be fully upgraded if the Evil Wizard Construct 'boss' enemy is encountered first, because the "Mechanus" dialogue option to give him +1 Int and Con is removed after that. So the player must be prepared to revert to an earlier save if they encounter the boss enemy before they encounter Nordom. The most straightforward way to do this is to save before going through any and all north doors (top right in isometric view) because that is the only kind of entrance that fits with the Evil Wizard's room, and always go through any west (left) doors, because that is the only kind of entrance that fits with Nordom's Room.
  • Until the Evil Wizard Construct is killed, the dungeon enemies will respawn if the team teleports out of the maze. The team cannot be reformed while in the maze. And as mentioned above, Nordom must be found first. The player must thus, either be prepared to fight through the enemies with a full party of six until they find Nordom, and then, with the benefit of any map they might have made for themselves, fight through the enemies on the path to Nordom with five team members, or bring only five team members to start with (someone must be, or have been, booted from the party if both Fall-from-Grace and Ignus have joined)

Citations