{{{---((--$ PLANESCAPE: TORMENT $--))---}}} {{{---((--$ PLANESCAPE: TORMENT $--))---}}} {{{---((--$
PLANESCAPE: TORMENT $--))---}}} version 1.52 01-13-00 by Nicholas Yu azif@hotzp.com http://www.hotzp.com/ http://www.hotzp.com/staff/nick/ **---------------------------------------------------------------------------** * DISCLAIMER: This FAQ is Copyright 2000 Nicholas Yu under the international * | Copyright laws. Please contact the author via e-mail if you | | wish to publish or reprint this work. Anyone attempting to | | pass this work off as his own will be sent to bed without | | dinner and laughed at, because really, who would be lame enough | * to pretend to have written a game FAQ? * **---------------------------------------------------------------------------**
Planescape: Torment FAQ/Walkthrough
Contents:
I. Full Install
II. The Nameless One
A. Character Generation
B. Advancement & Specialization
III. FAQs and Answers
IV. Walkthrough:
A. The Mortuary
i. Morte
B. The Hive
i. Northeast Quadrant
ii. Southeast Quadrant
a. Dak'kon
iii. Southwest Quadrant
iv. Northwest Quadrant
v. Hive Quest Wrap-Up
vi. Alley of Dangerous Angles
vii. The Mausoleum
viii. Ragpicker's Square
a. Mage Interlude ix. Trash Warrens
C. The Underworld
i. Buried Village
ii. The Weeping Stone Catacombs
iii. The Dead Nations
iv. The Drowned Nations
a. Secret Tomb
v. The Warrens of Thought
vi. Aftermath
a. Annah
D. The Upper Wards
i. The Tenement of Thugs
ii. Alley of Lingering Sighs
iii. Lower Ward
iv. The Great Foundry
v. Clerk's Ward
vi. The Civic Festhall
vii. Miscellany
viii. Brothel of Slating Intellectual Lusts
a. Fall-from-Grace
ix. Return to The Hive
a. Ingus
E. Optional Areas
i. Player's Maze
ii. UnderSigil
iii. Rubikon
a. Nordom
F. Beyond Sigil
i. Ravel's Maze
ii. Curst
iii. Curst Underground
iv. Curst Prison
a. Vhailor
v. The Outlands
vi. Baator
vii. Carceri
G. Endgame
i. Return to The Hive
ii. Fortress of Regrets
iii. Maze of Reflections
iv. The Transcendent One
V. Extras
A. Cinematics
B. Props and Slops
C. Other FAQs 01-13-00: Version 1.52 -Minor revisions 01-12-00: Version
1.51 -Minor revisions 01-11-00: Version 1.5 -Endgame added to Walkthrough
section -Extras section added 01-10-00: Version 1.4 -Minor revisions -Optional
Areas added to Walkthrough section -Beyond Sigil added to Walkthrough section
01-09-00: Version 1.3 -Minor revisions -The Upper Wards added to Walkthrough
section 01-08-00: Version 1.2 -Minor revisions -Ragpicker's Square section
modified and updated -FAQs section added -The Underworld added to Walkthrough
section 01-06-00: Version 1.1 -Minor revisions -Additions to The Nameless
One section -The Hive added to Walkthrough section 01-06-00: Version 1.0
-FAQ released I.
FULL INSTALL FULL INSTALL FULL INSTALL One thing I learned from the
excellent folks at The Baldur's Gate Chronicles (http://www.bgchronicles.com/torment/)
is how to do a custom full install of Planescape: Torment. Provided you
have the extra hard disk space (2+ GB), I'd highly recommend doing this.
Again according to the wonderful people at BGC, this solves minor bugs
and improves gameplay tremendously. "Sounds great," you say, "but how do
you do it?" Simply install as normal, following the default instructions
before throwing in a twist or two. Next, find something else to occupy
your mind while you copy the contents of disks 2, 3, and 4 onto your hard
drive. Finally, edit the torment.ini file using the invaluable Notepad
application and edit the file paths for the appropriate CDs (they are near
the beginning of the file). Normally, the default file paths will look
something like this: CD2:=E:\CD2\ CD3:=E:\CD3\ CD4:=E:\CD4\ Depending on
where you placed the contents of the CDs, you should have something like
this (changes made are in lower case): CD2:=c:\games\black isle\torment\cd2\
CD3:=c:\games\black isle\torment\cd3\ CD4:=c:\games\black isle\torment\cd4\
I think you can probably figure it out from here. :) Of course, if you
don't want to clog up all of your hard drive, you can just copy one or
two of these CDs instead of all three. If you do the complete full install,
you'll only need to leave CD 2 in your CD drive whenever you play. Also,
this will drastically improve gameplay speed as it will be loading data
locally, unless of course you're one of those lucky bastards with a 40+
speed CD-ROM. I have a pretty decent 32X CD drive, but I noticed a marked
improvement after doing the full install. Thanks, Baldur's Gate Chronicles!
II. THE NAMELESS ONE THE NAMELESS ONE THE NAMELESS ONE A. CHARACTER GENERATION
Okay, now that you've gotten that little bit of tedium out of the way,
how about a few character generation tips? The Nameless One starts out
with 9s in all of the attributes: Strength (Str), Intelligence (Int), Dexterity
(Dex), Constitution (Con), Wisdom (Wis), and Charisma (Chr). Fortunately,
you also have 21 Character Points to spread around so you can tailor The
Nameless One to your tastes. Personally, I like to be able to complete
all the quests and have a bunch of dialogue options, so I always stock
up on Intelligence. Also, Wisdom is a priceless attribute in Torment. Basically
Wisdom = Big Time Experience, both in terms of recovering more memories
and gaining more experience each time you earn it. Intelligence also means
experience, as you gain access to more quests and are able to solve them
in craftier manners -- which usually earns you more experience than the
ol' hack 'n' slash method. Dexterity also plays a Key role in Torment,
as there isn't any armor for The Nameless One of which to speak. Annah
and Fall-from-Grace are the only characters about whom you need to worry
armor-wise, but we'll get into that later. Constitution is nice for the
extra hit points, but you only gain them when you are gaining a level in
your highest class. I got along fine without the extra HP. According to
Brian Brown, the HP bonus from Con is retroactive as in Baldur's Gate (that
is to say, you'll gain extra HP once you Con goes over 15). Charisma was
never a big favorite of mine, since I radiate so much in real life. ;)
It's nice to get some favorable reactions, but I think the points are better
spent elsewhere. Charisma also influences some of the rewards you get for
quests and some of your quest options. I spend the leftover points on Strength.
Here are some sample stats for a freshly awakened Nameless One: Str: 12
Int: 15 Wis: 15 Dex: 15 Con: 9 Chr: 9 B. ADVANCEMENT AND SPECIALIZATION
In the instruction manual, they say that the Nameless One gains 1-10 HP
when he gains a level in his highest class. They lie; it's according to
class. If you gain a level in another class that's not your highest, then
you only get one measly hit point. You do, however, still receive the Con
bonus. Also, as long as we're on the topic of gaining HPs, there's no shame
in saving before you level a character up and reloading if they gain a
measly amount of HP. Also, when you advance in your highest class, you
get an almighty characteristic point. Spend these wisely. With the first
few I gain from gaining levels in Fighter, I raise my Int to 16 and get
my Strength up to 17 (+1 hit and dam). After that, I pour most of the points
into Wis and get my Dex up to 17 or 18. You also get characteristic bonuses
when you first hit levels 7 and 12 in one class. This is termed "specialization."
You only get these bonuses once, so you can't get three for getting all
your classes to level 7 or 12; it only works for the first one you get
to that level. Also, the bonuses are different at level 12, depending on
whether or not it is the same class in which you have already specialized.
These numbers may be incorrect, so if you know differently, please e-mail
me with a correction. Thanks to Brian Brown for helping compile some of
these specialization bonuses. FIGHTER 1st time: +1 Str, able to train up
to 4 levels in weapon proficiencies 2nd time: +1 Str, +1 Con, able to train
up to 5 levels in weapon proficiencies THIEF: 1st time: +2 Dex 2nd time:
+2 Dex MAGE: 1st time: +1 Int 2nd time: +2 Int, +1 Wis If you get the level
7 and 12 bonuses in the same class, better tattoos will be available in
Fell's Tattoo Parlor. Thanks to Leo Wang for clarifying the Mage specialist
bonuses. I recommend getting the level 7 bonus in Fighter and the level
12 bonus with Mage, but it all depends on how you want to play it. By the
time you're a level 8 Fighter or so, you should have tons of weapon proficiencies.
Personally, I used them all on Fist and Edged Weapons, as those are the
weapons that seem the most numerous in this game and are useful no matter
what class you are. Hammers and Axes would fall into the second most useful
tier, but you can only use these weapons as a Fighter. I didn't think the
Club weapons in this game were all that great, so I don't recommend spending
any valuable proficiencies on the Clubs skill. Just so you know, I never
really used The Nameless One as a Thief for very long. I got him to level
8 Fighter or so and then just went Mage for the rest of the game. Of course,
I never did favor Rogues when I played the pencil, paper, and other people
style of AD&D, so my previous biases may be influencing my decisions
here. Damn it, you've skipped over this section and started playing already,
haven't you? I guess that means we have to move on to the ... (drum roll)
... III. FAQS AND ANSWERS FAQS AND ANSWERS FAQS AND ANSWERS NOTE: Many
of these answers contain *major spoilers*, so you may just want to skip
over this section. Q: How can I increase my stats other than gaining levels
and using Characteristic Points? A: There are two Tear items that raise
+1 Con each (only if you're Lawful Good) and Xachariah's Heart raises +1
Dex. Seek out the following people for the following bonuses: O +1 Wis,
Sebastion +2 Chr, Sarossa +1 Wis, Vivian +1 Chr, Ravel +1 Wis, and you
will gain in attributes after merging with your other Incarnations and
becoming a specialist at levels 7 and 12. Q: How do I get Dak'kon to join
my party? A: He can be found in The Smoldering Corpse Bar in the southeast
quadrant of The Hive. Just talk to him, and he'll volunteer to join you
as you say your farewells. Q: How do I get Annah to join my party? A: She
won't join you when you initially meet her. She will join you automatically
after you bring the Bronze Sphere to Pharod. Q: How do I get Fall-from-Grace
to join my party? A: Grace is the proprietress of the Brothel for Slating
Intellectual Lusts in Clerk's Ward. She will talk to you after you have
met all her students (*you* are the tenth student). Q: How do I get Ignus
to join my party? A: You'll first have to get the Decanter of Endless Water
in The Drowned Nations and learn its power word from Nemelle of Clerk's
Ward. Then you can go back and free Ignus and have him join your party.
Q: How do I get Nordom to join my party? A: You first need to get to Rubikon
using the Modron Cube. Nordom is somewhere in Rubikon when it is on the
highest difficulty level. Q: How do I get Vhailor to join my party? A:
Vhailor can be found after you free Trias from his chains. He is in the
door *behind* the portal, so don't jump through it before talking to him.
Q: How do I find Ravel Puzzlewell? A: First you must talk to Quell of the
Sensates and learn that Kesai-Serris is Ravel's daughter. She will provide
a drop of her blood for the Key to the portal to Ravel. The portal is something
you commissioned at The Great Foundry long ago and the receipt is part
of your legacy. Q: Help! What do I do in The Fortress of Regrets? A: Talk
to Deionarra before heading inside. She'll tell you that the clocks are
somehow significant. It turns out you left a message on the clock in the
southeast room telling you to use the cannons. Trigger all four cannons,
and a portal will appear in the northeast room. A few Cloudkill spells
will also get the Shadows off your back (thanks again to the wonderful
folks at Baldur's Gate Chronicles for their help here). Q: How do I merge
with the Practical Incarnation? A: You need to have a Wisdom of at least
21 or else he'll absorb you. You can also just fight and kill him if it
comes right down to it, but you should be able to get 21 Wisdom quite easily
by playing your cards right with the Good Incarnation. Q: How do I merge
with the Paranoid Incarnation? A: Speak to him in the language of the Uyo
that you learned in Clerk's Ward from Finam or the cremated remains of
his father. Q: How do I merge with the Good Incarnation? A: Simply talk
to him, but this might not be the best idea before you find out who he
*really* is. Q: How do I use the Bronze Sphere? A: Grill the Good Incarnation
until you discover that he is the original incarnation. You'll learn many
things, including your name, and get a truckload of experience. You will
also be able to use the Bronze Sphere for even more happy goodness. Q:
How do I kill The Transcendent One? A: There are ways to defeat him outside
of battle, but if you really want to fight him, it can be difficult even
if you merged with all the incarnations and used the Bronze Sphere. There
is one path of dialogue options that will let you resurrect one of your
comrades before The Transcendent One can stop you. Pick Vhailor and tell
him about the great injustices being wrought. If you thought Vhailor already
kicked ass, well lemme tell you, you ain't seen nothin' yet. Just make
sure to cure Vhailor when he needs it (you can actually pause and then
use items in inventory) and the last fight will be a cakewalk. You won't
have to do any actual fighting yourself. Note that killing The Transcendent
One isn't "the best ending." IV. WALKTHROUGH WALKTHROUGH WALKTHROUGH Keep
in mind that this walkthrough is written using a Lawful Good character
with attributes similar to those listed in the Character Generation section
above. This kind of character is intended to be able to solve almost all
of the quests, so if some of this doesn't seem to apply to you, don't worry
about it, and just concentrate on the major tasks. Also, don't forget that
you should try and complete the game on your own first. The best thing
about Planescape: Torment is its amazing storyline, and you don't really
get into it much if you just mindlessly follow the walkthrough step by
step. Use it when you get stuck or after you beat the game on your own.
A. THE MORTUARY Welcome to The Mortuary, deader. Wait, you're not dead.
At least that's what the talking floating skull says. Let's find out about
him for a bit. i. MORTE Morte is a pain in the arse, but he's a useful
ally and makes some truly hilarious comments throughout the course of the
game. As the instruction manual says, his Litany of Curses is an excellent
ability, especially against spellcasters. Make sure to expose him to as
many insults as possible through dialogue options. He'll let you know when
his Litany of Curses has improved. He's not that great a Fighter right
now, but he'll get quite a bit better much further into the game. More
on that later. All right, your first task is to find a scalpel, so you
can make mincemeat out of some Zombies. Simply search all of the desks
and shelves in the room until you hit paydirt. You should get 2 Bandages
and the Scalpel from the desks on the northern wall. As for the Zombies,
you can examine them instead to find the one with the Key, but you might
as well attack the rest for the Bandages and experience. Proceed to head
out the northwest door. Time to explore: Don't forget to search everything
you can and talk to everyone! You will also be assigned your first two
quests, neither of which you'll solve for quite some time. QUESTS: Find
"Pharod" and Find your missing journal. NOTE: If you're absolutely sure
you won't need a particular Zombie again in the future, go ahead and kill
it for the experience. It's an easy 65 exp per Zombie; it's not much, but
every little bit helps, especially with a high Wisdom score. In the next
room, you'll start a new journal and learn a little bit about the world
around you by examining Zombie 965. Not much to do here except head through
the next door to the north. You can snag the Receiving Room Log Book from
a desk in this room. Another desk will contain some fist irons and a few
coppers. Examining corpse 396 will net you some more Bandages. You can
use your Scalpel on Zombie 1201 for a note and 250 exp. Use the note and
decipher the simple code: upper right, lower right, upper left, upper right.
You'll get 250 exp and a Triangle Earring. Ignore Morte's warnings and
talk to Dhall, you'll learn some interesting things from him. After chatting
with him a bit, head out the northeast door. Take a page from corpse 1664
in this room to learn about your arrival. Next room, please! Zombie worker
985 can be manipulated so that you acquire its arm as a club. Ugh. 506
can be sliced open with the Scalpel for 100 exp and some Needle and Thread.
Talk (well, sort of) to Ei-Vene for a quest to bring her Needle and Thread
(which you should already have) and a Jar of Embalming Fluid! QUEST: Fetch
Embalming Fluid and Needle for Ei-Vene. Head southeast now. Zombie 821
is a strange one. In fact, he's not really a Zombie at all but an Anarchist
spy. He'll tell you that you can escape through a portal in the northwest
room of the first floor, provided that you have a crooked finger bone that
you can acquire upstairs. That knowledge is worth 250 exp. The Anarchist
spy will also disguise you as a Zombie if you bring him a Needle and Thread
and a Jar of Embalming Fluid. Head south. You will find a couple of Jars
of Embalming Fluid in this room, as well as the stairs leading up. But
before you do that, head back to Ei-Vene. You can watch her operate and
recover a memory about a corpse labeled 42 and gain 250 exp. Give her the
items for 250 exp and +1 max HP if you pretend to be a Zombie. Head back
to and up to the stairs you saw earlier. You'll bump into Dustmen for the
first time, and you can get 15 exp for snapping their necks (this can only
be done if your Dex is sufficiently high enough) after they start to have
suspicions about you. You get 15 exp for doing this, but you'll get an
addition 250 exp the first time you do so as the experience tingles your
memory. You can get some decently passable items and a great many things
to sell (the jewelry) this way, not to mention Dustman Robes if you want
a disguise. Go to the northernmost room and search for all the goodies
(you can bash in the jammed desk). Just outside this room, you should find
a Needle and Thread and a piece of Junk (worth holding onto). Inside the
locked desk (which you can bash in), you'll find few useful items, one
of which will be a Bone Charm -- the Key necessary to activate the portal
on the first floor. You can acquire the Mortuary Sanctum Key from a bookshelf
outside the western staircase. There is another set of Needle and Thread
as well as another piece of Junk outside the eastern staircase, but you
only really need a single piece of Junk. Head to the southern storage room
and examine Zombie 79 closely. You'll get a nice Iron Prybar -- it helps
you force things open -- in this room as well as an interesting note telling
you that corpse 42 is a Skeleton. Now wander around examining the Skeletons.
Skeleton 863 in the northwest contains a largely useless reminder message.
You can get Leather Straps (if you're into that sort of thing) and Iron
Spikes by prying Skeletons apart after you've examined them. I never found
a use for the strap and the spike is not that great a weapon, so I don't
really see the point of this activity. I found Skeleton 42 wandering about
outside the eastern staircase. You'll get 250 exp for recovering your items.
Go back to the Anarchist spy and have him disguise you for 500 exp. The
disguise is not so important as the exp. You can now tell Dhall about the
Anarchist spy for another 250 exp. Head back to the Southeast Preparation
Room and bash open the desk next to the stairs. You'll find an earring
there whose secret you can unlock with the information you learned from
Zombie 79. This is worth 250 exp and identifies the item. Time to head
down to the first floor. You'll get 35 + 250 exp for each Dustman Guard
you strangle, so I'd suggest doing this if you're not disguised or if you
want some nice easy exp. You can also get 500 exp if you manage to convince
the strangely sickly Soego to unlock the front door for you. Head to the
Northwest Memorial Hall to talk to Deionarra. You'll gain 1000 exp for
re-learning how to raise dead comrades. You'll also get another 500 exp
if you get her to tell you about escaping The Mortuary through portals.
From Zombie 732 in the Southeast Memorial Hall, you can acquire the useful
Tome of Bone and Ash. By inspecting and then dismantling the Giant Skeletons
in the main room, you'll gain 800 exp and a Rune item (a spell) for each.
You can get 500 exp for figuring out how to destroy them on your own without
the Tome. Doing this for all of the giant Skeletons is definitely worth
the time and effort. There's also a decent axe hanging on the northern
wall. You can now leave out the front door, but I'd suggest heading back
to the Northwest Memorial Hall; just head to the middle archway north of
Deionarra, and the portal should open up when you get in the general vicinity.
Some scary shadows will appear a step behind you, but forget them for now
and pick up the items in the hidden room. You can rest up here if you need
to and leave out the southwest whenever you're ready to tackle The Hive.
B. THE HIVE Ah, The Hive: A seething cesspool of degenerates and low-lifes.
Ain't it grand? I won't bother telling you how to fight the Hive Thugs,
as you don't need any special strategies. I did notice that they were more
aggressive at night, though, no doubt encouraged by the cover of darkness
that conceals their nefarious deeds. i. NORTHEAST QUADRANT Depending on
where you exited, you'll wind up somewhere nearby The Mortuary entrance
in the northeast quad. Pox, a Collector outside The Mortuary gate, can
smuggle you back in if you ever feel the need. You can talk to a few Hive
dwellers to get a general feeling for the town. The Frightened Hive Dwellers
are the best founts of information. There are also some random encounters
with the Hive Dwellers, so yes, it is actually worth it to talk to them.
Also, don't pass up opportunities to insult people or be insulted to improve
Morte's Litany of Curses. It won't make you more popular, but it will make
you a little bit more powerful. I would suggest talking to a Dabus, too,
as you get 1000 exp for initially comprehending their rebus language. There's
also a Hive Tout in each quadrant of the town who will point out most of
the significant buildings for the measly price of one copper. Enter Angyar's
House in the southeast corner. Talk to Angyar, endure his insults, but
don't fight him. Instead, go to his wife to find out his troubles, and
volunteer to help him get out of his Dead Contract with Mortai Gravesend.
QUEST: Free Angyar from his Dead Contract and return it to him and his
wife. You may notice a pretty little tiefling near the large monument in
the center of this quad. You can trade verbal barbs with her for a bit
and pay her 20 coppers for information on Pharod. She'll direct you to
the Alley of Dangerous Angles, southwest of here. Annah will show up under
the PC section, but she won't join your party until later, so don't worry
about trying to get on her good side. You've also probably noticed the
crazy running-around-all-over-the-place lady named Ingress. She accidentally
hit a portal and wound up in The Hive and has been stuck here for thirty
years. Tell her you'll help her out because it's most definitely worth
solving this quest. QUEST: Find a way to help Ingress. There's also a brightly-dressed
man by the name of Baen the Sender outside of the black monolith to the
north. Volunteer to help him. QUEST: Find Craddock for Baen the Sender.
Head to the monolith to talk to the people there. The Elderly Hive Dweller
had me laughing so hard I almost fell out of my seat. Talk to Death-of-Names
and find out what he does for a living besides having a really cool name.
Sev'Tai will tell you about the loss of her sisters and you should decide
to help her. QUEST: Help Sev'Tai get her revenge. You'll see The Mausoleum
and Shilandra's Kip north of here, but you can't do anything with either
one for now. Okay, enough dallying around and quest acquiring for now.
Head towards The Gathering Dust Bar. Right outside, you'll spot a Zombie
called "The Post." Read all the notices and pry out the cobblestone for
250 exp. The Post will also point out Pharod's general direction after
you learn that it will point things out and inspect the graffiti. This
is worth 500 exp. Time to head into the bar. The person you'll first want
to talk to is Emoric, who is the spiritual owner of The Gathering Dust
Bar, for whatever that means, and resides near the back. Ask him about
Pharod and agree to help discover his secret. QUEST: Find the "source"
of Pharod's bodies for Emoric. Also, tell him you want to join the Dustman
Faction and he'll direct you to complete tasks that Norochj gives you.
QUEST: Talk to Norochj and do what Norochj asks of you. He can be found
near the entrance. Don't talk to him about the posting yet, instead tell
him Emoric sent you. He'll inform you of a thief disguised as a Dustman.
Agree to track down the "Not-Dustman." QUEST: Track down a thief disguised
as a Dustman. Now talk to him about his troubles and the posting outside.
He'll tell you to investigate The Mausoleum. QUEST: Look into the matter
of mausoleum's walking dead. The quests are coming thick and heavy, but
that's just how you should like it. More quests = More experience. Time
to talk to Mr. Gravesend, located just north of Norochj. Tell him that
Angyar is not ready for the True Death and you'll get 500 exp and the contract.
Return to Angyar's home and tear up the contract. You'll receive 750 exp
and his gratitude. You can now talk to Angyar and rest in his house for
free. He'll also tell you about the secret to the portal in Ragpicker's
Square so you can Pharod. This information is worth 500 exp. His wife will
now also sell you Bandages and Needle and Thread. You can now run to The
Mausoleum and enter the portal that appears just outside, but I would suggest
waiting and running a few other errands first. I personally recommend heading
out the south gate to the southeast quadrant. ii. SOUTHEAST QUADRANT Right
after you enter, head east. You should see a Damsel in Distress. She's
bluffing, of course, and you can confront her about it for 500 exp. You'll
also see Mourns-for-Trees, yet another guy with a cool name. You can get
500 exp for volunteering to "care." You can also talk Morte into caring,
too. A little bit further east are the three Starved Dog Barking Thugs
who killed Sev'Tai's sisters. They're probably a little tough for you right
now, so ignore them for a bit. You can visit Fell's Tattoo Parlor and learn
that he knows you, but you can't talk to him about too much yet and you
can't afford any of his tattoos just yet. There's also nothing you can
do in Ku'atraa's Warehouse yet, so your best bet is The Smoldering Corpse
Bar, wherein you'll meet all manner of interesting people. First talk to
Drusilla, who'll give you a quick rundown of the joint and a healthy helping
of her smart lip. Examine Ignus and you'll also find that he appears under
the PC section, but you won't be able to help him for quite some time.
The next people worth talking to are Ebb Creakknees and Candrian. Ebb is
a tiresome old windbag, but he might tell you some remotely useful information.
Candrian is an experienced planewalker, and he will agree to help Ingress
find her way home. You just need to tell her to wait for him. If you ask
him about how he survived the planes of Negation, he will give you a very
useful item. He'll also give you a thorough rundown on the composition
of all the planes. Run back and tell Ingress to wait for Candrian and then
head back to the bar. Now talk to Candrian again for 750 exp and Ingress'
Teeth. The teeth can do either crushing or piercing damage and will power
up every now and then. Every time Morte levels, check to see if the teeth
can evolve. They upgrade at levels 5 and 8. Talk to Alais and get 250 exp
for talking to him about the planes when asking about the other patrons.
Ilquix will give you more background information, but the man you want
to see now is the barkeep, Barkis, who knows you from before you lost your
memory. He has your eye, but you might not have enough money to buy it
yet. You can bargain him down to 300, but that's still quite a bit. I would
suggest buying the eye now before you forget. Actually, there's more to
Ilquix than meets the eye. According to munchy (who posts regularly on
the Baldur's Gate Chronicles Torment forum), Ilquix is actually a Glabrezu
in disguise! If you attack the 2 Abishai who are in the bar with him, he
will reveal his true form. You probably can't deal with him right away,
but this might be something you want to come back and do much later on.
Head out the bar and go out the west gate. This will take you to the southwest
quad; The Marketplace is located in the northern part of this area. Sell
whatever weapons and jewelry you've acquired and don't need, and you should
easily exceed 300 coppers. You can also gamble here with Gaoha if you wish.
Save the rest of this quad for later and head back to the bar. Buy back
your eyeball for 300 coppers and pop it in. You'll get 1000 exp and absorb
some old fighting skills. Now ask Barkis about the patrons and he'll offer
you a job. QUEST: Resolve a bar tab. You'll find Mochai near the east wall,
trying to slip out without paying. She's not really a Dustman, but she's
not the thief for whom you're searching. I spotted her 100 coppers and
received 1000 exp after telling Barkis about it. According to Vikas Nagaraj,
you can also poison Mochai's drink with Embalming Fluid, but I expect this
is a naughty thing to do. The Mercykillers are here hunting for a killer,
but they're an unfriendly lot and I didn't really profit from talking to
them. Talk to O, who claims he is a letter of the alphabet. Maybe he really
is, because you can get a permanent +1 Wis from learning some of the secrets
of the universe from him. Two abishai patrons are frequenting the bar and
they claim to know you. Morte tells you that they're bad news, and I'm
inclined to agree. They do tell you about Morte's strange Baatorian odor,
though. Now, you've no doubt noticed the cool Githzerai with the extremely
cool karach blade standing alone. Now's a good time to talk to him. You'll
get 1000 exp if you accept Dak'kon into your party. a. Dak'kon Dak'kon
is a *really* powerful character. As he levels up in Fighter, his already
versatile karach blade just becomes more and more powerful. It's obscene,
really. It evolves at Fighter levels 4, 7, and 10. He'll also provide a
lot of early muscle and spellcasting power. Talk to him and gain 600 exp
for learning the Githzerai language. You can also get another 500 exp by
talking to him about the nature of Sigil and reminding him of his own words
spoken long ago. Later on, you can even learn spells from Dak'kon, and
he can train you to toggle you between Fighter and Mage once you first
learn The Art. That's enough of the bar for now. Head back to Mourns-for-Trees
and ask Dak'kon to help, too. Then ask Mourns-for-Trees about the status
of trees. He'll tell you they're slightly improved and you'll get a nice
500 exp present. Also, it's worth it to find and talk to the Githzerai
Townsperson who wanders around this area. Listen to the conversation between
Dak'kon and the Townsperson and then afterwards, ask Dak'kon what certain
expressions mean. You'll uncover the secret of Dak'kon's slavery and acquire
3000 exp. A memory worth 6000 exp will also pop into your scrambled scarred
head. You're ready for the Starving Dog Barking Thugs now, so get ready
to rumble. After penning them into the Dead-Book, go back and talk to Sev-Tai.
You'll get 33 coppers and an additional 250 exp. Head back to the southeast
quad and ignore the Tenement of Thugs for now, you won't be able to get
in. Head out the west gate. iii. SOUTHWEST QUADRANT As you head north from
the east gate, you should see a Dustman named Ash-Mantle. Go ahead and
talk to him. Don't confront him about anything yet and direct him to The
Gathering Dust Bar. As you leave, if you're observant enough, you should
be able to catch him picking your pocket. Allow him to do so and observe
his technique for 1250 exp and improved Pick Pocket skills when you become
a Thief. Grab his hand, if you're dexterous enough, and then confront him.
Tell him to abandon his little charade but don't report back to Norochj
just yet. There's a poor soul in the northeast corner named Reekwind who
sells stories. Take pity on the man and volunteer to help him. QUEST: Remove
Reekwind's "curse of stench." This quest will be with you for awhile before
you can solve, so don't feel bad. You can gain 500 exp by telling him the
story of yourself. The man selling rats outside of the Office of Vermin
and Disease Control is a good source of information. Don't bother with
the office just yet as you won't be able to accomplish anything there.
Off to the west somewhere, you should find a man called the Crier of Es-Annon.
Offer to help the holy man. QUEST: Find a tombstone for the Crier of Es-Annon.
Ignore Brasken's Kip and the Hive Dwellings. Don't ignore the latter if
you plan on being the evil plundering type, though. You can talk to Iron
Nalls south of The Marketplace. She'll tell you about the Lower Ward and
how it's currently inaccessible due to the Dabus' tampering. Head back
to The Marketplace and sell any miscellany that you may have acquired.
Now find Craddock, the giant of a man, who is in the eastern part of The
Marketplace, directing the Laborers. He'll send you to find someone else.
QUEST: Find Jhelai for Craddock. Run east through the gate and you'll find
Jhelai wandering around in front of The Smoldering Corpse Bar. You'll get
250 exp for finding him. Report back to Craddock and you'll get 500 exp.
If you tell him the truth about what Jhelai said, he'll give Morte a few
additions to his repertoire of curses. You can fill in for Jhelai to be
a good sport and earn 20 coins. Buy a Pet Lim-Lim before leaving and you're
basically done here except for the equipment-selling runs you'll make to
The Marketplace. Time to head out the north gate. iv. NORTHWEST QUADRANT
You'll immediately spot Mar, who's surrounded by dead Lim-Lims. Remember
that. Talk to him and accept his job and he'll run off laughing. QUEST:
Deliver box to Ku'atraa. There's also a gruff man out here with a fork
by the name of One-Ear (the man, not the fork). There's also a man here
by the name of Fleece, and you'll find that he's aptly named. He's a pickpocket,
of course, and you can again observe his technique for a few pointers and
1250 exp. Grab his hand, give him a smack, and take your coins back. Now
talk to the man named Porphiron and ask him about his woes. Agree to recover
his prayer beads. QUEST: Retrieve Porphiron's necklace. That's good for
now, head into The Flophouse. Talk to Arlo the owner and agree to help
evict Nestor. QUEST: Get rid of Nestor for Arlo, the Flophouse Slumlord.
Talk to Nestor and try to make sense of his incoherent ramblings. Agree
to help him. QUEST: Find Nestor's fork. You know who has it, of course.
Beat One-Ear around like a redheaded stepchild and give Nestor his fork
back. You'll get 500 exp and an Obsidian Earring from him, and another
500 exp and free rent from Arlo. Now you have a ton of quests hanging over
your head. Time to solve a few of them, what? v. HIVE QUEST WRAP-UP Head
east to the northeast quadrant first. First talk to Death-of-Names and
ask him to bury the name of Es-Annon. This will net you 500 exp. Now find
Baen the Sender and tell him you were successful. This will get you 500
exp and 15 commons. Head into The Gathering Dust Bar and report to Norochj
on Ash-Mantle. You'll get 750 exp for solving this quest. Now head into
the southeastern quadrant. Head into the Warehouse to deliver the box.
Unfortunately, Ku'atraa won't accept it and will send you to find someone
else. You'll get 250 exp for this. QUEST: Deliver box to Brasken. Also,
while you're here, confront the thugs who took Porphiron's necklace. They're
the ones dressed in red to the west of the bar. I got 500 exp for bluffing
them out of it, which is more exp than killing them for it. You can get
another 250 exp and a few coppers. Now go west, young man, into the southwest
quad. Let the Crier of Es-Annon know the good news and you'll receive 500
exp. Brasken's Kip is also nearby, so this is a good time to see him. You'll
get another 250 exp but be sent off again. QUEST: Deliver box to Shilandra.
Head north to the northwest quadrant. Return Porphiron's necklace to him
for 1000 exp. He will now also train you as a Fighter and help you get
up to two levels in any given weapon proficiency. Head into the northeast
quad. Visit with Shilandra in her kip and get 250 exp. QUEST: Go to cathedral
located at the center of the Hive. Head over to the Alley of Dangerous
Angles. vi. ALLEY OF DANGEROUS ANGLES Two rival gangs, the Razor Angels
and the Darkalley Shivs, make the Alley their home. You can choose to ally
yourself with either one, depending on whether you'd rather be good or
bad, respectively. Don't bother with them yet, though, instead look for
the ruined cathedral in the southeast corner. Now, the entrance to the
ruined cathedral is *really* frustrating to find. It's hidden on the southeast
side, where the outer upper wall ends in a corner. You may have to resort
to slowly panning your pointer across the cathedral until you see the door
icon. Aola, the priest of Asokar, will rid you of the box for 1000 exp,
but he'll keep the gem as payment for his services. QUEST: Talk to Mar
about the box. You can also get into trouble with the Lady of Pain here
if you decide to worship Asokar. You can buy the gem back from the priest
for 300 coppers. You'll get a quest to acquire it later, so it's probably
worth doing as soon as you have the money. Instead, head into the middle
of the Alley. Inside some ruins to the north, you'll meet the dangerous
Blackrose. I told him I was on the side of good, so I was told to kill
the leader of the Darkalley Shivs. QUEST: Blackrose wants Rotten William
dead. Now talk to the leader of the Razor Angels, Krystall. She'll also
offer you a quest to do the same task. QUEST: Krystall wants Rotten William
dead. You can just sit back and watch the gang members kill each other,
but each Shiv that dies is less experience for you. Go knock off Rotten
William and his goons, and then report back to Krystall first. You'll get
1500 exp, free passage through the Alley, and the chance at another task.
QUEST: Krystall wants Blackrose dead. Now report to Blackrose and get another
1500 exp. Now refuse to kill Krystall and take him down. You'll get another
1500 exp from Krystall for killing Blackrose and a tidy sum of coins. Now
venture into the burnt building in the south. You'll meet the feckless
Rauk who needs your help. QUEST: Rauk needs you to fetch three rings from
his tent. Rauk's items are actually stored in, not one, but three, separate
tents. The first tent you should search is right across from the burnt
building. You'll find a bronze ring hidden underneath the bench. The next
tent is nearby to the east. There's a woman looking for the silver ring
here, but she didn't find it. It's hidden in the firewood by the stove.
The last tent is near Krystall's location. The gold ring can be found in
the middle plank of the bed. Now give Rauk the rings so the Mages can complete
their summons. That's one ferocious Lim-Lim. You'll get 500 exp and can
pick the items off of the dead Mages. You're done with the Alley, you can
go back and tell Annah off if you wish for sending you into such a dangerous
area. It's just about time for the Mausoleum, but you need to give Mar
a stern talking-to first. Head to the northwest quad. You can follow the
dead Lim-Lims into a small building where Mar is hiding in the dark. You'll
get 1250 exp for this conversation. By this time I was carrying a bunch
of nice expensive jewelry, so I went back and sold and identified things.
You should have a decent amount of jink-jink, too (I had over 3000 coppers
at this point), so I decided to treat myself to a nice Tattoo of Action.
Also, don't forget that Dak'kon and Annah are also able to wear tattoos.
Okay, we've put this last quest off long enough: It's time to tackle The
Mausoleum. Enter through the portal in the northeast quad. vii. The Mausoleum
You'll be accosted immediately by The Mausoleum's Guardian Spirit. Agree
to help him out and he'll agree not to kick your scarred booty. QUEST:
Defeat the intruder for the Guardian Spirit. This is a pretty straightforward
area. Just wind your way through the passageways, not forgetting to search
the opened graves where the Skeletons are digging, and defeat various undead
until you get down to the southeast exit. There will be a few Giant Skeletons
here to make life interesting, but you should be able to handle them with
relative ease after powering up on all those quests. The undead will repopulate
every now and then, so don't be surprised to see monsters in areas you
thought you had cleared out. There are also a few traps, but they do really
insignificant damage. After putting the dead to rest, find your way to
the southwest corner. There you'll find an entrance to The Mausoleum Inner
Chamber. There's no way you can avoid a fight with Strahan Runeshadow,
so you might as well enjoy it. If you kill him, all of his undead minions
will immediately follow him into oblivion. Search his room for a few useful
items and then head out the door. The Guardian Spirit will reward you with
2000 exp. Leave The Mausoleum and enter The Gathering Dust Bar. Exchange
words with Norochj and you'll get 1000 exp and 100 coppers for solving
his problem. Now chat with Emoric and tell him you've helped out Norochj.
Tell him that you'd like to see more of the faction before making a decision
about joining. He'll direct you towards Awaiting-Death. QUEST: Speak to
Awaiting Death on behalf of Emoric. He can be found hiding at the bottom
of the bar, south of Norochj. Give him a fresh perspective on life (you
may have to kill yourself to prove your words) and receive 500 exp. Talk
to Emoric again, get 250 exp, and learn about another depressed Dustman.
QUEST: Speak to Sere on behalf of Emoric. Sere the Skeptic is, well, a
skeptic; but you can force her to confront her beliefs and consider her
latest woes as a test. This earns you 500 exp. Go back to Emoric and receive
another 500 exp. Emoric will know tell you of Soego who has disappeared
while serving as a missionary. QUEST: Find Soego for Emoric. Enough of
this blather, Pharod has evaded you long enough. It's time for Ragpicker's
Square! viii. RAGPICKER'S SQUARE Ragpicker's Square is located north of
the northwest quad. It's probably the seediest place in all The Hive; but
hey, it's somebody's home. The first person you'll want to talk to is Yellow-Fingers.
He's a bit on the greedy side, but you can finagle something useful out
of him. If you toss enough money his way, he'll grudgingly give you some
information and agree to show you how to find Pharod. You won't need to
do this, though, as you have already received advice from Angyar, not to
mention the excellent FAQ you are currently reading. It's possible that
Yellow-Fingers just pockets your money and walks off, as I was never able
to meet with him afterwards. The next Collector you should seek out is
Marrow-Friend. He's a bit on the barmy side, but you can finagle something
useful out of him. You can let him bite you in exchange for the fingerbone
he's been chewing on. The ring is cursed, but who cares? It gives +2 to
your AC, so you won't want to take it off anytime in the foreseeable future.
The next Collector you should seek out is Nodd. He's a bit on the grungy
side, but you can finagle something useful out of him. He'll give you some
useful information and a sob story about his sister Amarysse. Agree to
help him. QUEST: Find Amarysse for Nodd. Before you go running off to help
Nodd, head into the hut to the north, namely the midwife's hut. Therein
you'll meet Old Mebbeth, a crazy and mysterious old crone. She provides
free healing, lets you rest in your hut, provides a plethora of useful
information, sells items and identifies objects, and, last but not least,
is a witch who can teach you The Art. She wants you to do some menial tasks
for her first, though. QUESTS: Learn the ways of the Art from Mebbeth,
and Find the herbs that Mebbeth needs. There are some Cranium Rats you
can kill in an unmarked building to the south of Sharegrave's Kip. Polish
them off and collect their tails. Directly across from Mebbeth's kip is
the home of a mage named Jarym. He's looking for a vital component for
a spell he wants to cast. QUEST: Find a spell ruby for Jarym. You can give
him the ruby from Moridor's Box for 500 exp. Thanks to Ryan Gustafson for
finding this out. Now head over to Sharegrave's Kip and talk to Ratbone
who's standing out front. He'll train you as a thief for 50 coppers, but
it's worth it. You'll get exp according to your Wisdom (with a Wis of 16,
I earned 3438 exp). Now head inside and talk to Sharegrave. He's also interested
in Pharod's whereabouts and activities. You can help him out if you want.
QUEST: Find out where Pharod's corpses are coming from for the man in Ragpicker's
Square. You have enough to keep you busy for awhile, so head back to the
northwest quad. Either let Dak'kon or Porphiron lead you back on the path
of the warrior. Head out to the southwest quad. In The Marketplace, talk
to one of the fat merchants who deals in spices and ask about Mebbeth's
herbs. You'll get 500 exp but he won't be able to help you and will recommend
you talk to a gardener instead. QUEST: Find a gardener who has Mebbeth's
herbs. Now is also a good time to visit The Office of Vermin and Disease
Control. You'll meet Phineas T. Lort XXXIX, a pretentious old windbag,
but endure his flimflammery, learn a few things, and sell your cranium
rat tails. It's back to the southeast quad with you. You'll find Amarysse
opposite the entrance to The Smoldering Corpse Bar. She's the harlot with
black hair and dressed in violet. She'll give you some copper to give to
Nodd. Now go talk to Mourns-for-Trees and ask him about the seeds. You'll
gain 500 exp for willing the seed to grow. Head back to Ragpicker's Square.
Pass on Amarysse's coppers and regards to Nodd for a nifty 750 exp. Give
Mebbeth her herbs for an additional 500 exp. Get another 750 exp for making
it into a picture frame with your thoughts alone. She'll now send you on
another errand. QUEST: Get Mebbeth's wash from Giscorl. You guessed it,
back to the southwest quad. Giscorl can be found among the Hive Merchants.
You can pick up Mebbeth's wash for 500 exp. Yup, back to Ragpicker's Square.
It's worth 500 exp to return Mebbeth's wash. Yay, yet another visit to
The Marketplace awaits. QUEST: Get ink for Mebbeth from Kossah-Jai. Unfortunately,
Kossah-Jai sells fish, not ink; however, she can point you in the right
direction. QUEST: Find Meir'am, get the ink for Mebbeth. Fortunately, Meir'am's
not too difficult to find. She's south of The Marketplace against the east
wall of the Office of Vermin and Disease Control. Well, now you need a
container to carry the ink in. Head back to The Marketplace and talk to
the flirtatious Hive Merchant. Purchase a tankard from her and return to
Meir'am. She'll fill your tankard with ink. QUEST: Deliver ink to Mebbeth.
Thank her and leave. Return to Mebbeth once again and give her the ink
for 1000 exp. a. MAGE INTERLUDE At long last, Mebbeth will be ready to
teach you The Art. Gain 2000 exp for accepting her tutelage. She'll give
you some spells to start off with, 5000 exp, and a really powerful earring
for mages. Mebbeth will also now start selling a large variety of low level
spells. Now is a good time for an interlude with Dak'kon. If your Wisdom
isn't 18, go buy a Tattoo of the Soul. Talk to Dak'kon about The Art and
ask him to teach you using Way of Zerthimon. You will now be able to use
The Unbroken Circle of Zerthimon from the inventory screen. Each time you
read a circle and talk to Dak'kon about it, you should get access to the
next circle (provided you learned the correct lesson). Learning the lessons
of the First Circle will profit you 300 exp. Learning the lessons of the
Second Circle will profit you 600 exp and the spell Scripture of Steel.
Learning the lessons of the Third Circle will profit you 900 exp and the
spell Submerge the Will. Learning the lessons of the Fourth Circle will
profit you 1500 exp and the spell Vilquar's Eye. Learning the lessons of
the Fifth Circle will profit you 3000 exp and the spell Power of One. Learning
the lessons of the Sixth Circle will profit you 6000 exp and two copies
of the spell Balance in All Things. The spell I really wanted to learn,
of course, was Reign of Anger; but unfortunately you don't learn any spells
from the First Circle. Bug? Oversight? You can go back and look at the
Circle some more and puzzle out new combinations for 3000 exp. You need
19 Wisdom to understand the Seventh Circle, so you may not be able to do
any of this yet. Doing so will get you 5000 exp and two copies of the spell
Missile of Patience. If you have a high Int and Wis (19 each, I think),
you can figure out yet another combination for 6000 exp. Learning the Eighth
Circle and sharing it with Dak'kon gives you 10000 + 10000 exp. You'll
get two copies of the spell Zerthimon's Focus, but more importantly, Dak'kon
will become even more of a bad *shut your mouth*. He'll increase in Str,
Dex, and Con. Thanks to Brian Brown for clueing me into this. After this
interlude (I think this is a really cool word and like to use it a lot.
(Don't use it in casual conversation though, or people will think you're
a pretentious bastard. (And they'd be right. (I also like to use parentheses
in pointless editorial comments.)))), I went back to being a Fighter. Okay,
you're ready to find Pharod. Head west and hop onto the dilapidated wooden
bridges. Follow them all the way through to the north and east until you
come to a dead end. As you approach the archway, thrust forward a piece
of junk and a portal should appear. Jump through and enter the doorway
to The Trash Warrens. ix. Trash Warrens Anamoli will come up and greet
you in a hostile fashion. It's probably not worth it to tangle with his
crew as you will be doing enough fighting in here as is. Most of the Thugs
here will attack you on sight. If you head south and then east, you'll
spot a hostile Buried Villager who will run away at first sight. Follow
her back and wipe out her cronies. Now head across the way to a chamber
on the west side. There are three Thugs there, but you're not interested
in them. There's a crate there that holds some Tails and a Cranium Rat
Charm, which will serve as a Key. Turns out the hostile Villagers were
guarding a portal to a bunch of Cranium Rats. Maybe the Buried Villagers
were subjugated, or something. Approach the archway that was behind the
band of Villagers, and the portal should open. Watch out, these Rats will
sling some low level spells at you, but they still shouldn't be that great
a threat. Raid the room and collect the tails, then exit through the portal.
Head southeast until you find a bunch of Thugs led by a man named Bish.
He'll run up and approach you. Just tell him that you want to see Pharod
and he'll let you through. This will also give you 1200 exp. Don't head
down those stairs just yet though, there are a few more things worth doing.
Finish exploring the rest of the Warrens and fight off any Thugs who attack
you. If they weren't so aggressive, they'd probably still be alive. I guess
none of their mommas ever told them, "Don't start none, won't be none."
There'll be a lone hostile Collector somewhere to the east, south of the
crate you found earlier. After you attack him, however, a gang of Thugs
will emerge from the shadows. Teach them a lesson in humility. When you're
done exploring the Warrens, head back out to the southwest quad. Sell off
any extra items before heading into The Office of Vermin and Disease Control.
Sell all your newly acquired Tails to Phineas. Finish selling them and
then conclude the conversation, then talk to him again. He'll give you
a mission, should you choose to accept it. *insert theme from Mission:
Impossible* QUEST: Kill the wererat in Phineas' basement. The wererat isn't
too difficult to kill, and you can bust open a crate down here, too. Head
back up to collect your 1000 exp and copper reward. You've tied up all
the loose ends that you need to, so it's time to go delving down under
for Pharod. Go back through the portal in Ragpicker's Square and head down
the stairs beyond Bish. You're in the underworld now, baby. C. THE UNDERWORLD
The Underworld and Upper Wards are basically the second third of the game
(disc 3), The Hive being the first third (disc 2), and the as-of-yet-undiscovered
areas the final third (disc 4). So congratulations, you're one-third of
the way there. i. BURIED VILLAGE Okay, I lied. I know I talked a lot about
how scummy The Alley of Dangerous Angles and Ragpicker's Square were, but
Buried Village takes the cake in terms of scumacity (a word I just now
made up to good effect). There's absolutely no point in talking to any
of the unnamed Villagers. They're an ignorant unfriendly lot, so they can
sod off. I would heartily recommend Marta the Seamstress' home first; it
can be found on the west side of town. Marta's a batty one, all right,
but she can be quite helpful. She has the unenviable job of removing everything
from the corpses so the items can be sold individually before the corpses
are toted off to the Dustmen. She'll also help you in searching your innards
for any "thingies." You'll hit paydirt if you ask her to examine your intestines.
It's worth 500 exp and two items: A Twisted Ring (+1 AC) and your intestines
(useful later). She also sells a few items, the most important one being
Teeth of the Viper, a decent weapon for Morte. She'll also let you rest
in her home whenever you wish. You can check out Quint's Shop to the north
next. He sells a couple of items which may of interest, the Angle-Less-Eye
and the Shamanic Rod. It's worth buying the Angle-Less-Eye and replacing
your original Eyeball with it (hang onto your eyeball). Some people also
got a quest from Quint to find a Necklace that's located outside of Marta's,
but he never talked to me about it. The exact cursor location is 1055 (x),
1680 (y). Thanks to Ralf Schuster for the exact coordinates. Talk to the
man outside Ojo the Leatherhead's home. His name is Ku'u yin and he has
a really strange problem. Evidently, a woman named Radine has stolen Ku'u
Yin's name and number, and he is helpless without it. QUEST: Recover Ku'u
Yin's number from Radine. Now go talk to Radine, she's south of here. You
can ask her for the name and number back. You'll get 250 exp for this good
deed. Get 2500 exp for giving Ku'u Yin his name and number. Accept his
magical number tattoo as reward. Go ahead and enter Ojo's home now. I was
unable to do much here except determine that he talks to someone in the
wall. I surmise that it's a cranium rat, or possibly a ghoul, due to the
chewing of the rags in his kip and the bite on Ojo's hand, but I have been
unable to ferret out his secret. If you know anything about this, please
drop me a line via e-mail. Walk over to the east side of town and talk
to a collector by the name of Uhir. He'll tell you about how he lost his
favorite knife; agree to recover it for him. QUEST: Find and return Uhir's
'lucky knife.' If you check out the southeast gate and listen to the conversation
between Barr and his Guards, you'll hear them talking about the disappearance
and presumed death of a local named Gris. Apparently, he has quite a stash
tucked away somewhere. That's about all there is to Buried Village. Head
to the northeast gate and talk to the Guards. They'll tell you to watch
yourself in Pharod's Court. Well, it's time to finally meet Pharod! Head
in and strike up a conversation with Pharod. Pharod will agree to tell
you about yourself provided that you bring him a bronze sphere. QUEST:
Get Bronze Sphere for Pharod. Before you run off to do this quest, though,
ask him some pertinent questions. You can learn from Pharod the secret
of his never-ending supply of bodies. I lied to him, because I wanted to
go get experience from Sharegrave and Emoric. Speaking of whom, this is
as good a time as any to run back up to Ragpicker's Square. You'll get
750 exp and some coppers for tattling on Pharod to Sharegrave. Head to
the northeast quad and rat Pharod out to Emoric, too. This will net you
2500 exp and hundreds of copper. Back to Buried Village with you. Head
to the southeast gate and talk to Barr. He'll let you through now. ii.
THE WEEPING STONE CATACOMBS The Catacombs are filled with angry critters
in the form of various Rats, undead, and Lesser Vargouilles. The Cranium
Rats, in large groups, will start casting more dangerous spells like Ball
Lightning. Fortunately, in each group, there will only be one Rat who casts
spells. After you identify and locate this particular Rat, you can just
take him out with a Magic Missile. There are a lot of exits here, but I
wouldn't recommend exploring any of them just yet. Just walk around killing
monsters and exploring the entire map for now. You've no doubt noticed
that you can examine all the corpses on the ground. It's rather pointless
right now, but it will be important later on. In the course of your exploration
(on the west), you'll be greeted by one of the stone faces. The face, Glyve
by name, needs your help. He tells you to talk to an artist by the name
of Chad for more details. QUEST: Find the Decanter of Endless Water. Okay,
you're ready to start entering some of these doors now. I recommend hitting
The Crypt of the Embraced first. Open up the large coffin in the middle,
you'll be immediately beset by a trio of tough ghouls. Turns out that you've
found the remains of Gris. He does have a Hell of a tale to tell, but you
can't understand it just yet. Go ahead and enter The Shattered Crypt now.
Once you walk into the center of the room, you'll be ambushed by a large
contingent of Lesser Vargouilles. Search the room for some really good
treasure, including the Punch Daggers of Moorin, the second best weapon
for Annah and one you can use in the meanwhile. Off to The Crypt of Dismemberment.
This is probably one place where it'd be nice to be a Thief as the top
room is trapped, but oh well. I just ran through the traps until I got
to the stairs in the northwest. You can open up the tomb in the middle,
but there's nothing in there of worth. Head downstairs and make sure your
lunch stays down. A few Cranium Rats who seem to be feeding on the Big
Pile o' Gore in the center of the room flee at your approach; but no matter,
there is one corpse off to the right that seems newer. Examine it and take
the Severed Arm. Identify the Arm and learn that it used to be yours. There
are some interesting tattoos on there, but that can wait for now. You're
done here. Journey to The Mosaic Crypt. This is a pretty crypt, but it's
also trapped. You can raid the tomb for items, but there's supposed to
be some great secret in this crypt, but I'll be damned if I can figure
out what it is. That's good for now. You're ready for The Dead Nations.
Insert Disc 3, baby! iii. THE DEAD NATIONS Whoa, that's a whole bunch of
undead. Hargrimm the Bleak, priest of The Silent King will order you to
submit. It's best to go along for now. In the chapel, you'll find the missing
Dustman Soego. You can rest here if you wish. Soego's bed can be pried
open but not while Soego is in the room. Hey kids, it's time to explore!
There are plenty of items to find here and many containers to bash in or
pick. You can talk to Hargrimm, but no amount of pleading or cajoling will
get you free or an audience with his master, The Silent King. Hargrimm
is full of a heapload of useful tidbits, though. I started wandering by
swinging east first. I bumped into a Puzzled Skeleton. He'll pose a very
difficult riddle, and I wasn't able to correctly reply. Head west and you'll
bump into a Nameless Zombie, but you won't be able to communicate with
her. If you keep on west, you'll run into a little cul-de-sac. Remember
this area for later. For now, turn around and go south when you can. There's
a Doubtful Skeleton in the hallway to whom you should talk. He's debating
the Dustmen idea of the True Death. Head west into the zombie area. You'll
meet the wise Stale Mary and can communicate with her if you have a high
enough Wisdom. If you don't, Hargrimm will teach you to listen to her correctly.
Ask her to teach you how to communicate with the other undead, and you'll
learn Stories-Bones-Tell, not to mention gain 3750 exp. Go east from here
and you'll find a Skeleton Merchant. I guess even the undead have consumer
needs. Go back and talk to the Nameless Zombie. You can accept her quest
(QUEST: Find the Nameless Zombie her name) but I just talked her into taking
a new name and thinking one up for her for 5000 exp. Now head south towards
where you entered, past the Doubting Skeleton. You should meet and greet
the Riddling Skeleton. You can challenge him to a riddle- off. You get
625 exp for solving his first riddle, 1250 for the second, 1875 for the
third, and then 2500 to get the answer to his stumper. You need a high
Wisdom score to solve his riddles. You can go back and tell the Puzzled
Skeleton, but it won't net you anything. Just east of the Riddling Skeleton
is Acaste and her posse of ravenous slavering ghouls. The only interesting
thing you'll learn from her is that Soego smells of "blooded rat." Wandering
around to the east is a Knifed Ghoul. He has Uhir's knife and is willing
to part with it for 6 Cranium Rat Tails. You'll get 600 exp for acquiring
the knife. You can visit the antechamber of the Silent King's throne room,
but you won't be able to get in without fighting off all of the inhabitants
of The Dead Nations. The next thing you should do is talk to Soego. Distract
him by telling him about the Doubting Skeleton. After he leaves, pry open
the metal slab and have a peek at his journal for 2000 exp. Confront Soego
and he'll transform and attack you. Kill him and make sure you hold onto
his skull. Then go tell Hargrimm for 3750 exp. Unfortunately, he still
won't release you from your bondage unless you prove yourself some more.
QUEST: Seek out and slay any cranium rats in the Dead Nations. Remember
the cul-de-sac? Head there now. You'll meet and beat 6 Cranium Rats who
have snuck into The Dead Nations. This is an excellent source of Tails
if you didn't have enough to satisfy the Knifed Ghoul earlier. Hargrimm
will again reward you with 3750 exp; however, this time he will grant you
your freedom as well to the tune of 7500 exp. Hargrimm will now let you
buy healing and rest whenever you ask. Head out into The Weeping Stone
Catacombs for a brief moment and talk to the corpse lying on the ground
right outside. Turns out it's Chad, the artist whom the stone face Glyve
mentioned. Before Chad will help you, though, he wants some Vargouilles
dead. QUEST: Kill Vargouilles to prevent the corpse of Chad from becoming
a Vargouille himself. Just head east and northwest until you run into the
area that the Vargouilles frequent. Kill them and return to Chad for 3750
exp and directions to the Decanter of Endless Water. You can also talk
to one of the corpses by the exit back to Buried Village. It turns out
his name is Burt and he was a companion of Gris, along with someone named
Lowden. Lowden ran off into The Crypt of Dismemberment, and presumably
he is the one from whom you acquired your arm. Now enter The Crypt of the
Embraced again. With your newfound skill, you can now communicate with
Gris and hear his story. He'll also tell you that The Mosaic Crypt has
a secret about it and "it smells different." He'll also tell you about
a secret chamber in The Drowned Nations that he can't enter. He will tell
you that his stash is hidden near his kip, to the right of Ojo's home.
Thanks to Lucas Gyl for finally giving me clear directions to Gris' stash.
It's to the south of Marta's house (looks sort of like a roof), and you
can find Quint's Poison Charm near the tip of the roof- like object. So
much for your brief foray back into the Catacombs, head back into The Dead
Nations. This is now a good time to tackle The Drowned Nations. It's accessible
through the doorway opposite the entrance to The Weeping Stone Catacombs.
iv. THE DROWNED NATIONS There are lots of hidden goodies stashed away in
various containers, so don't forget to keep clicking on everything you
can. There is an exit to The Warrens of Thought nearby, but don't go through
there. There are lots of different ways to go, but here's the way I took.
Go east into the next room, you'll see two Ghouls held at bay by a Trocopotaca.
It's guarding a corpse, and they want you to kill it in exchange for whatever
the corpse has. Now go all the way west and then south into another room.
Empty room (except for some items you can find). Turn around and then head
south down the main passageway. Help the gang of Ghouls defeat the Trocopotaca.
Go north of here. Three Trocopotacas for you to exterminate, one of them
is already wounded. Go all the way west with a slight southerly slant.
There'll be another two Ghouls fighting a Trocopotaca. Go back the way
you came until you can turn south. You'll bump into two Ghouls who suddenly
drop dead. Go south again. You'll see a group of Lesser Vargouilles ganging
up on a Trocopotaca. I'd advise attacking the Vargouilles first to thin
their ranks. Head east. At first there will only appear to be a single
Trocopotaca here, but Lesser Vargouilles will quickly emerge. Keep going
east until you find a pair of Trocopotacas. Eradicate them at your leisure
and then claim your prize from the corpse. It's the Bronze Sphere Pharod
desires. Okay, go back to the last intersection you haven't explored and
then head east into a cross-shaped room. Two Ghouls are attempting to set
a trap. I just sprung it and killed the Lesser Vargouilles that appeared.
Go east into a very damp room. This is the room to which Chad directed
you. The corpse lying in the middle of the room doesn't have the Decanter.
Just look slightly north, though, and you'll see a pile of items. Fight
off The Lesser Vargouilles and take the treasure. There are a *lot* of
Vargouilles here, so you may have to grab the items and run. Among those
items is, of course, the Decanter. Congratulations. Before you leave The
Drowned Nations, there is one last area you can do. You will have an area
on your map marked "sealed passageway." It's back where you found the Bronze
Sphere and I believe it is the chamber that Gris couldn't figure out how
to open. If you want to get this area out of the way, head back there now.
You might as well do it, so you don't have to come back this way later.
Enter through the sealed passageway and go it alone. a. SECRET TOMB This
is a heavily trapped area that only The Nameless One can solve (since it
requires dying a few times). There may be a more elegant way to figure
this tomb out, but I never bothered. :) There are a few items you can find,
but nothing all that important. Many of the containers contain traps nearby,
too. It would be useful to be a Thief here, so you can see where all the
traps are; but the important traps are in the center of the blade emblems
(it's the mark of torment, but you shouldn't know that yet) on the floor.
There are four of them each, located outside an entrance to the middle
room. The first thing you want to do is head towards the middle room, taking
care to step around the mighty lightning trap. You will be teleported to
the northwest room. Tomb Key1 can be found inside the tomb in the middle
of this room. Now go ahead and die. The big lightning trap is the easiest
way to do this. When you die, you return to the tomb's entrance. Head back
towards the middle room again. Now that you have Tomb Key1, you'll be transported
off to the southeast room instead. Again, raid the tomb for Tomb Key2.
Now die to return to the entrance. Head back to the middle room and be
teleported to the southwest room. Again, open the tomb to retrieve Tomb
Key3. Rinse, repeat, and die to return to the entrance. Head to the middle
one more time, and this time you'll be let through. Examine all of the
writing on the wall, starting with the west corner. Push each panel so
that there is a click behind you. The second from the left is pretty important,
read it all the way through. There are 8 panels in all. Now go examine
the sarcophagus and open it up. Congratulations, you have found and read
your missing journal. Move into the southwest room and you'll be teleported
to a new location. There is a box full of goodness and a portal to take
you out. Don't forget to pick up Morte and Dak'kon before heading all the
way back to The Dead Nations. Have a chat with Morte about the line he
omitted from your back. You'll gain 1000 exp. Tie up any loose ends here,
because this may be your last chance to do so. exp for confronting him
about it. If you want to be honorable and just, skip to section vi. Aftermath.
v. THE WARRENS OF THOUGHT Head back into the Weeping Stone Catacombs and
make your first stop Glyve. Put him out of his misery and receive 5000
exp. He'll tell you that the woman Nemelle in Clerk's Ward knows the power
word for the Decanter. I was no longer Lawful Good after doing the next
section, so I went back to a previously saved game. If this doesn't bother
you in the least, then I'd recommend doing this. If you want to, head into
The Warrens of Thought. You'll be greeted immediately by Mantuok, the voice
of Many-As-One. He's got a poor temper and an itchy trigger finger. The
only way I know to get past him (besides attack him) is by saying Soego
sent me. If you get captured, just talk to the Wererat Guard to let you
out. If Annah is in your party at this time, a Wererat friendly to Buried
Village will free you. If you manage to fast talk past Mantuok, he'll escort
you to the formidable Many-As-One. The only way you can get out of a fight
here is to agree to do its bidding. QUEST: Discover the weaknesses of the
Silent King for Many-as-One. Assuming you did this part (and I didn't),
head back to The Dead Nations. I don't think there's any other way to do
this other than killing the Royal Guards who protect the entrance to the
throne room. You'll also have to knock off Hargrimm as he carries the Key.
I would suggest attacking Hargrimm first as he is the only spellcaster
you'll face here. If your Charisma is high enough, Stale Mary will open
a portal to the Throne Room of The Silent King. There, you find out that
The Silent King accepted the True Death and passed away. If you're Dexterous
enough, you can do a little sleight of hand and exchange his skull for
an ordinary one. Basically, Hargrimm and Stale Mary covered this up to
keep Acaste and Many-as-One in check. Thanks to Brian Brown and Vikas Nagaraj
for informing me about this branch. Vikas Nagaraj also went on to write
that afterwards, he had a long conversation with Stale Mary and Hargrimm
who offered him the throne. The game crashed every time he tried to accept,
though. If you do find out the King's secret peaceably, I'm sure you can
also report to Acaste. You'll discover that The Silent King is pretty darned
silent. Return to Many- As-One after you've discovered the secret of The
Dead Nations. You'll gain 7500 exp for reporting back, even if you lie;
but if you lie, Many-As-One won't trigger any of your memories. You'll
get 2000 exp and another 1000 exp for the memory sequence. After this,
though, the Rats will turn mean on you and be hostile. What ingrates they
are. Now that they're hostile, you might as well kill them, though it might
be a little on the hard side for now. You can always run away and come
back some other time. Many-As-One is one of the tougher foes you'll meet,
especially at this stage of the game. vi. AFTERMATH You've done what you
set out to do. Leave The Weeping Stone Catacombs and head back up. Show
Barr the Sphere to be let back in without paying any money. Before going
to Pharod's Court, return Uhir's Knife for 5000 exp. Now return to Pharod.
Obtain 15000 exp for giving Pharod the Sphere and ask for your answers.
Don't forget to push him about the "tribute" he took when his adopted daughter
Annah found your corpse. Pharod will direct Annah to show you where you
died and she'll now join your group automatically. Woo hoo! QUEST: Find
the site where Annah found your body. a. ANNAH You should have the Punch
Daggers of Moorin and Enchanted Punch Daggers at this point. Give them
both to Annah as she can dual wield them. Take some time to talk to Annah
and explore all of your dialogue options. Ask her what she found on your
body and get a ring back. Annah is also capable of training you as a Thief.
You can help each other with Thief skills, depending on who's got a higher
percentage. You gain 1000 exp each time you do this. Also talk a little
bit to Annah and learn that she was drawn to you in the Alley for 2500
exp. Annah is a decent character. The Nameless One, Morte, or Dak'kon should
be able to bash open almost anything, so you don't need to allocate that
many points to Pick Locks and Find/Remove Traps. Put most of them into
Stealth and Pick Pockets. Stealth will help you hide so you can backstab
for obscene amounts of damage, and Pick Pockets will give you Annah's special
five-fingered discount on expensive items you wouldn't otherwise be able
to afford. Time to head back to The Hive, specifically, The Gathering Dust
Bar in the northeast quad. Tell Emoric the truth about Soego to receive
2500 exp. Joining will net you another 2500 exp, but I always choose to
remain Factionless. Head to the southeast quad. Don't worry about trying
to free Ignus with the Decanter just yet, because you don't know the power
word to active its full potential. Just head over to Fell's Tattoo Parlor.
Ask Fell about the tattooed Arm of yours, and he'll give you some information
and new tattoos will be available for sale. These are definitely worth
buying, as they infuse you with experience and permanent bonuses. It'll
run you 4200 coppers, but you should have that much by now. Now talk to
Fell again and ask Dak'kon to translate for you. Dak'kon will lie when
you ask him about the tattoos on the Arm. You get 750 exp for challenging
him on this. He says he will tell you more about the four on the tattoo
later. Leave the Tattoo Parlor and then ask Dak'kon about your travels
and then ask him about the Arm again. Now ask him about everything he's
willing to talk about. When you ask him about the archer, you will recall
that his name is Xachariah for 3000 exp. Now approach the door to The Tenement
of Thugs and Annah will tell you how to bypass its magic. Don't head in
quite yet, though, there's one more thing you should do. It's time to return
to The Mortuary in the northeast quad. Don't bother having Pox smuggle
you in, just tell a Gate Guard that you're here to visit Deionarra, and
you'll be let in. Head up to the second floor. You'll find that you can
now use Stories-Bones-Tell on all of the undead here. Dhall has said that
no doubt that others who have walked your path are interred here, Deionarra
is just the only one he knows about for sure. Zombie 257 in the Northeast
Preparation Room will talk to you, but will be pretty incoherent. As you
walk off, though, it'll mention "Limbo." On the third floor southwest of
the eastern staircase, Zombie 310 will answer your Stories-Bone-Tell ability.
While he tells an interesting tale, I don't think it has any bearing on
your plight. The burned Zombie in the northwest corner will tell you a
little about Ignus, but that's all. Head back to the first floor. The most
interesting Zombie remains standing in the room north of the eastern stairs.
Use Stories-Bones-Tell on Zombie 331 and find out that he's your former
companion, the archer Xachariah. There are some items hidden inside Xachariah,
including something you stabbed into him long ago. As you leave, Xachariah
will ask you to truly put him in the Dead-Book. Let him rest in peace and
resume your journey. Credit goes to Marco Melgazzi for sending this one
in even though he truthfully admitted that he wasn't the first to discover
it. This tiny quest didn't reward that much experience, but it did answer
some nagging questions and tied up some loose threads I thought existed
after I beat the game for the first time. It's this level of depth and
storytelling that makes me really love Planescape: Torment for all its
flaws. Time to tackle The Tenement of Thugs in the southeast quad; and
as you head in, you'll view Pharod's unfortunate fate. D. THE UPPER WARDS
i. THE TENEMENT OF THUGS This is another fairly straightforward area. I
wasn't able to get much of a reaction out of the beautiful tiefling painter,
so I just left her to her work. Head inside and check out the nearby rooms
in the hallway. The northwest room contains two Painted Thugs duking it
out with each other. Apparently, they painted each other in each other's
sleep. In general, the Starved Dog Barking Thugs are slightly tougher than
your average thug, and the Veterans tougher still. Thankfully, their relative
toughness is not to the same degree that Yogi is smarter than the average
bear. Turn now into the southeast room, which will open up to the main
area. You'll see two doors in this hallway; go northeast first. Inside,
you'll find the legendary blind seer Tiresias of Homeric fame. He went
crazy on me, and I wound up snapping his neck. Oh well. Head into the room
across the hall and you'll see a woman named Sybil calling for your attention.
Go talk to her and find out what she wants. There are a dozen Chaosmen
in the next room, so brute force won't work here until you're significantly
stronger. Actually, you might be able to handle this fight, but you'll
come out of it at lot worse for the wear. I'd recommend guile over a direct
attack this time. QUEST: Find Key and sneak out of Tenement. You can always
come back at a later point and kill them all with a single Cloudkill spell
if you don't like running away from fights. The Key is located upstairs.
Go back into the hallway and enter the southeast door. Go into the southwest
room and kill the Thugs therein. The northwest door in this room is locked.
This is the one by which you'll exit once you get the Key. Go southwest
instead and follow all the way until you get into a bathroom with a lone
Thug. Search the toilet and pick up a Blood Fly Charm. Head back to the
room with all the crates. The first door as you come back in will also
be locked but you won't be able to get in unless you kill the bald Veteran
in the other and take his Keys. Their mighty storeoom treasure only turned
out to be 121 coppers. Whoop dee frickin' do. Try the next one and take
the stairs up. There's a trap in the room on the left, so have Annah disarm
it. I hope you're not forgetting to search everything, as there definitely
are some decent items to be found that can be sold. The room across the
hall holds nothing of interest, so swing through the door north. There's
a Thug and Veteran you need to pen into the Dead-Book. Run up the stairs
they were guarding and get ready for a spell-slinging foe. There are two
Thugs and a Veteran protecting a Mage who just happens to be a perfect
target for Morte's Litany of Curses. Dak'kon can also disrupt any spells
he might cast with a constant stream of Reign of Angers. Yes, of course
it's the Mage who has the Tenement Key. Don't forget to check out the other
two rooms before heading back down. The room on the right contains a solitary
Thug. Head back down to the first floor. Go to the room that I mentioned
before. The door that was locked will lead into the south end of the room
with the dozen Chaosmen. You don't want to be spotted, or they'll immediately
attack. Since you only need one character to find the exit, you can just
make Annah hide in the shadows and exit out to the southwest into The Alley
of Lingering Sighs. ii. ALLEY OF LINGERING SIGHS Sybil will immediately
follow you out and hand you an Adder's Tear and 1000 exp. Go west and south
until you see a Dabus. Just to the south of this Dabus will be a building
you should enter. Inside you'll find the corpse of a recently deceased
Dabus. Use your Stories-Bone-Tell ability on it for 1000 exp and to discover
the mysterious reason it died. Don't forget to take its Hammer before you
leave. Now leave south, turn east, and exit out the southeast gate. Annah
will take over from here and the Alley itself will talk to you. Recall
the memory it brings up for a cool FMV sequence. It asks you to remove
the Dabus so that it can divide. QUEST: Get rid of dabus in the Alley of
Lingering Sighs. Go back to the Dabus you saw repairing earlier, but don't
kill it lest you bring The Lady's wrath down upon yourself. Instead, tell
the Dabus about the body you discovered earlier. It will leave to examine
the building, and the door will immediately lock behind it. Now return
to the sentient Alley. You'll gain 11500 exp for solving this non-violently
and without attracting The Lady's gaze. Unfortunately, the Alley still
needs some help. QUEST: Undo repairs the dabus made to the Alley. You should
still have a Hammer and Iron Prybar (there's another in The Tenement of
Thugs that you should have found if you sold or lost your previous one).
Go back up the stairs and look for the spots to repair. Just sweep your
mouse over the points until you get a question mark. You'll then be prompted
to examine and then modify the structure. The first site should be just
northwest of where you come up from the stairs. It's a ramshackle building
that vaguely resembles a shack of some sort. Loosen some of it with the
Prybar and move on. The other construction site is the building north of
the one where you found the corpse of the Dabus. Hammer some stuff back
into place and go back to talk to the Alley. Just before you head back,
though, transfer *all* of Morte's equipment to your other characters. Just
trust me on this one. It'll save you a little bit of hassle in the near
future. The Alley will reward you with 16250 exp and will be able to divide,
allowing access to the Upper Wards. iii. LOWER WARD Crap! As soon as you
enter the Lower Ward, you'll be distracted while a pair of Wererats captures
Morte. Not to worry, though, you'll be able to recover him at any time
you desire. Turn your attention to the people around you. There will be
a large bald warrior named Korur. Assuming you specialized in Fighter once,
he will be able to train you up to 4 levels (5 if you specialized twice)
in any given weapon proficiency. Korur, and many other Ward inhabitants,
will tell you to look for a gutted or wrecked building in the Ward. Now
go northeast a little and talk to Sebastion the pseudo-Mage. Sebastion
promises to help you in return for your cooperation in another affair.
QUEST: Kill Grosuk the abishai for Sebastion. You'll also first learn of
the siege tower here. If you ask Sebastion about the Lower Ward, you'll
get a memory worth 500 exp. Just to the right of Sebastion is a haughty
Aasimar named Xanthia. Find out about the Thokola and the fight they're
about to regret getting into. I felt bad for them, so I talked to Thorp
and warned them for 6000 exp. He'll also give you a pouch of coins after
telling them Xanthia deliberately tried to get them killed. If you tell
Xanthia you did what you felt was right, you'll get another 2000 exp. Below
the Thokola is a seedy individual named Byron Pikit. Asking him about thieves
will net you 2000 exp. He'll also direct you to a man named Lenny standing
south of the siege tower. Go talk to Lenny and ask him about thievery.
He's willing to train you and that will net you 2500 exp and the Punch
Daggers of Zar'Anun, a very nice item for Annah. I went back to being a
Fighter immediately, though at this point, you might want to start gaining
levels in Mage and stay there for the rest of the game. You may have noticed
an auctioneer named Giltspur standing outside The Marketplace near Pikit.
Go talk to him and ask him for a job. QUEST: Take a handbill to Scofflaw
Penn at Print Shop to be printed. He also sells items and rents out rooms,
so if you need to rest, he's your man. Now head north. You should be able
to see the Godsmen and the Great Foundry, but there's no reason for going
there just yet. There is a Githzerai woman named An'azi who is suffering
greatly, so allow Dak'kon to put her out of misery mercifully. There's
also a Githyanki named Yi'imin wandering around here, but I never talked
to him due to the racial hatred between the Githzerai and Githyanki. There's
another zerth here by the name of Kii'na, but she and Dak'kon really hate
each other. After you mercifully kill An'azi, you can talk to Yi'imin and
Kii'na and they want to kill you for your act. If you let them, you'll
then gain some interesting information. Thanks to Ralf Schuster for this.
Keep moving along the north side until you see Deran and the criminals
he sells into service. There is one slave standing by herself named Trist.
Go introduce yourself and put yourself at her service to get her out of
her predicament. QUEST: Find Trist's loan documents. Talk to Deran and
tell him you're trying to help Trist, he'll keep her off the block for
the time being. Go back and talk to Pikit. You'll get 1000 exp for talking
to him about his possible deviousness. Talk a quick break from this quest
and visit The Marketplace. Make friends with the two Harmonium Guards at
the two entrances, Drixel and Corvus. Corvus knows quite a bit, but he
won't fully disclose anything until he gets to know you better. It turns
out Corvus is infatuated with one of the young ladies shopping here. Her
name is Karina and you'll get 2000 exp for befriending her but she's still
lonely. QUEST: Karina needs a friend. Go back to Corvus and get 2000 exp
for telling him her name and that she's lonely. Corvus will now be willing
to tell you a little more about Lenny and Pikit. Talk to Karina again for
another 500 exp. If you're in the mood to buy something, Cinder sells spells,
Anze weapons, and Aalek charms and magic items. Personally, I'd wait until
Annah's Pick Pocket skill is sufficiently high, and then just steal whatever
you need. Anze's son Lazlo, who works at the furnace, is also worth talking
to. After talking to him, you'll figure out the key and the location of
the portal. That's enough of the Marketplace for a bit. Cinder will also
tell you that Corvus is very interested in solving the crime of Zak's murder
(Zak was Trist's husband). Go back and talk to Lenny. Bluff him into giving
you the papers and 1000 exp. Learn about Pikit's documents at the Warehouse
for another 4000 exp. QUEST: Get evidence that Byron Pikit is a criminal.
You should have noticed the Warehouse, it's just by the auction block where
Trist is being held. This area is pretty buggy, because everyone says there's
a management problem that you need to solve here, but I've never encountered
it. For version 1.0 of the game, you can just talk to the Vault of the
Ninth World and simply claim whatever items you need. Take the papers and
claim a large bag of coins, too. It's probably yours from some time ago,
since you correctly guessed the amount of coins, so it's not really stealing.
Now go talk to Trist and free her by showing the documents to Deran. You'll
win 4000 exp and Trist's freedom. Talk to Trist again, and she'll come
back and reward you with 4000 exp and some copper. Return to the Marketplace
to converse with Corvus. Give him the evidence about Pikit for 2000 exp
to get that scum off the streets. Head to the northeast corner and enter
the Printing Shop. Give him Giltspur's handbill. You can also confront
him about the note you found in the hidden tomb that was written to the
Anarchist spy in The Mortuary, but he'll just rip it up and claim defamation
of character. Perhaps he would have been more amenable if I wasn't Lawful
Good and had higher Charisma. Report to Giltspur for 6000 exp and another
job. QUEST: Take a message to Keldor of Durian at the Foundry. This job
can wait, though, as you'll spend a significant amount of time in the Foundry
once you decide to enter. In the southeast corner, you'll see a building
marked The Coffin Maker. Speak with Hamrys and bring up the Secret Tomb
in the Drowned Nations. It turns out his father designed it for you (and
that you killed his father afterwards), but he needs you to fetch the tomb
plans back from The Warehouse since they're having problems (buggy non-existent
problems, that is). Thanks to Vikas Nagaraj for reprimanding me for accidentally
leaving this out in previous versions of the FAQ. Talk to Dimtree next.
Turns out he's a Zombie that Sebastion animated to keep the obnoxious Hamrys
occupied in his shop. Unfortunately, Dimtree has to endure a nonstop stream
of Hamrys' blather, so he's suffering. QUEST: Release Dimtree from his
zombie condition. There's not much to get from Hamrys other than some basic
information at this point, so go talk to Dimtree's master Sebastion. Sebastion
can't do it himself, but he'll turn his back and let you read a book from
which you can learn the method to put Dimtree to rest. Gain 4000 exp. Let
Dimtree rest and gain another 4000 exp. Okay, poor Morte is probably suffering
so you should go free him. Enter A Wrecked House, it's down on the south
side of The Lower Ward. The house has a pretty interior, but it's down
the stairs to grandmother's house you should go. Morte will yell at you
to free him, but dread Lothar will suddenly appear. Be polite because Lothar
can kill you with one hit. Get 30000 exp for telling Lothar that a crypt
that he is interested in is emtpy (it's the one a former you designed).
You should know because you've already thoroughly explored The Weeping
Stone Catacombs and surrounding area. Lothar won't just give Morte back,
though. QUEST: Find a skull of great value. Get 15000 exp for giving him
a skull in which Lothar is sufficiently intrigued. I used the Skull of
Soego, but if you killed any of the unique personalities in The Dead Nations,
their Skulls will also suffice. Lothar will also tell you a few important
things, namely that you have lost your mortality and must seek out a night
hag to answer your questions. QUEST: Find the night hag Ravel Puzzlewell.
Head out of Lothar's and pick up Morte. Morte will also have a new special
ability that really rocks your world. You can get 2000 exp from the skull
on the shelf in the southeast by asking him about Ravel and her question.
A couple of the other skulls will tell you about Mantuok and a powerful
book that he carries. You can find him by going down the passage under
the divan. The portal beyond him will drop you off right outside The Crypt
of Dismemberment. Matt Thomson confrimed that you can use the Poisoned
Cheese item (sold in the Lower Ward) on Mantuok here instead of fighting
him. Should you choose to kill Mantuok for The Grimoire of Pestilential
Thought, you can try to unlock its powers for yourself. If you listen to
too much of its advice, you will become tainted somehow. It will teach
you the spell Blindness for a drop of your blood, but the price increases
exponentially after that. It next asks you to sell one of your companions
into bondage and seek out Vrischika the importer in Clerk's Ward. QUEST:
Sell a companion into slavery. Vrischika will pay you 5000 copper for any
of your companions. The Grimoire will then teach you Adder's Kiss. Now
it will ask you to betray one of your companions. QUEST: Kill a companion
for additional power. You have to do it alone and without spells. Afterwards,
it will teach you Power Word, Kill. Obviously, none of this is really worth
doing, but some of you evil types might be interested. Thanks to Erik S.
for dropping me a line on The Grimoire. Now that Morte's back in your party,
it's worth dropping in on The Pawn Shop. Miccah and Brokah are an excellent
source of insults and curses. There's not that much to buy there, but it's
worth a stop to pick up a few funny curses. With Morte's extra muscle,
feel free to tackle Grosuk, too. He's located east of the siege tower by
the drawbridges, trying to determine a way in. You can tell Grosuk that
Sebastion sent you, but you won't profit much from that, and Sebastion
definitely won't. You can also open the portal up after you kill him. Just
approach the eastern drawbridge and when prompted, suppress any desire
to enter. Go inside and meet Coaxmetal, a bitter iron golem who forges
weapons for Entropy itself. Talk with Coaxmetal a bit and get 10000 exp
and a weapon that can kill even you when you are in a location cut off
from the Planes. Coaxmetal also sells a couple of cool weapons, like Punch
Daggers of Shar and Spiked Gauntlets of Ogre Power. I never had a weapon
that he seemed that interested in, though. Brian Brown wrote that Coaxmetal's
inventory seems to change based on what weapons you are carrying. That's
enough for now, return outside to Sebastion. He'll give you 4000 exp and
raise your Charisma permanently by +2. Now go deliver Giltspur's Note and
let that be your reason to give the Godsman Guard. iv. THE GREAT FOUNDRY
There's not very much you can do in the main room except take note of the
important people, such as the superviors Thildon and Alissa Tield. As long
as you're talking to him, ask Thildon for a piece of Ore. There's also
an office to southeast (the other room is empty) that is occupied by a
Guard and Nadilin. Also, as long as you're here, buy the equipment you'll
need for forge work from Nadilin for forty coppers. Exit northeast into
The Godsmen Hall. Meet Sarossa briefly and head up the stairs to the north.
If you join the Godsmen later and ask Sarossa to teach you with her special
talent, you'll gain a permanent +1 Wisdom. There is an engineer named Bedai-Lihn
standing by herself on the balcony. She'll tell you about some of the other
people here and how she doesn't like how the Godsmen are building a weapon
of mass destruction, but that's about it for now. Go back down the stairs
and up the northeast staircase. Sarossa's brother Saros is wandering around
The Hall. It's evident he doesn't care for Thildon at all. The man you
came to see is behind the desk. Deliver the note to Keldor and then ask
him about The Godsmen. QUESTS: Join the Godsmen and Forge an Item. Before
you head back to the forge, go the northeast and meet a man named Nihl
Xander. His great-grandfather was commissioned to build a dreambuilder
by one of your previous incarnations. QUESTS: Help complete the Dreambuilder
in the Great Foundry and Fetch a vial of skin and blood. If you head up
the stairs and tak to a Guard, you'll find that the factor Sandoz, the
father of Saros and Sarossa, is away on a trip. Okay, now it's okay to
return to The Foundry. Just approach any of the Godsman smiths and they'll
give you a crash course on using the forge. Pick the unusued one to the
southwest. Work it, baby, work it. Ready the tongs, pick up the ore with
the tongs and hold it in the flames, place the softened ore on the forge
and work it into shape. I built a battle- axe, the item that required the
most skill and patience. Return to Keldor and present your work for 8000
exp. Accept the next task. QUEST: Solve the murder of Avildon the smith.
Talk to Alissa first, and she'll tell you the possible suspects: Thildon,
Saros, and Bedai-Lihn. Now have a word or two with Thildon; he'll try to
implicate Saros. Now run back and talk to Saros. If you ask Saros whether
he has any leads or not, he'll give you Thildon's Awl, something he said
he found at the murder scene. Go back and talk to Thildon. Thildon will
call Saros a thief, go talk to Saros. Saros will make more accusations,
so you need to talk to Thildon again. He'll tell you that Saros and Bedai-Lihn
are really Anarchists. Talk to Bedai-Lihn now. Now go talk to Saros again.
He wants you to talk to Thildon again. Do so. After you confront him, Thildon
will try to talk you into letting him go with the promise of a bribe, but
I didn't give him the chance. Gain 10000 exp for solving the crime. I turned
Thildon in but gave Saros a chance at redemption. You still have one more
task before you can become a Godsman. QUEST: Prevent Sandoz from killing
himself. Talk to Sarossa about her father Sandoz and learn a little bit
about him. You can also gain 200 exp by talking to Saros about being independent
from the Anarchists. Go up the stairs behind Xander and talk to Sandoz
from behind the door. Talk him out of it by asking him what he's seen and
why it's so bad. He'll still be moody, but he won't be suicidal anymore.
Gain 12000 exp when you return to Keldor. You can join the Godsmen now
if you wish for 8000 exp. If you do, you can see the secret project (nothing
that'll affect the course of the game), rest by talking to Keldor, and
buy items from Keldor. Also, as previously mentioned, you can go get an
extra point of Wisdom by asking Sarossa. Also as aforementioned, I always
choose to remain Factionless. Leave The Great Foundry, because you're ready
to tackle Clerk's Ward. Don't forget to check in with Giltspur for another
6000 exp and another job. QUEST: Take the handbill to Barkis at the Smoldering
Corpse. The entrance to the Upper Ward is in the southeast. v. Clerk's
Ward Head northeast from the gate, and you'll see a man named Malmaner
standing outside of The Tailor. Talk to him and you'll discover that he's
in foul odor with the owner inside, so he needs you to pick something up
for him. QUEST: Retrieve Malmaner's costume from Goncalves. Head inside
and wait while Goncalves finds the time to talk to you. Get the costume
and give it to Malmaner for 8000 exp, but warn him many other people are
attending as Dustmen. QUEST: Obtain a second costume for Malmaner. Get
a Godsman costume from Goncalves and give it to Malmaner for 6000 exp.
The Tailor also sells magical garments for females, and it is the only
place where you can buy armor items. When you have the extra cash or Annah's
Pick Pockets skill is high enough, you can acquire armor for Annah and
Fall-from-Grace here. You'll notice a couple of entrances to UnderSigil
as you explore Clerk's Ward, but I'd heed the warnings of the Harmonium
Guards standing outside for now. There's great experience to be had down
there, but also great danger. There is a woman named Diligence followed
by a Harmonium Guard named Matter-of- Course. I don't know if they have
any purpose other to be a piece of dry humor. Send me an e-mail if you
manage to accomplish anything with them. Wander around the Ward until you
have a complete map. To the southeast of The Brothel for Slating Intellectual
Lusts are a couple of people you may want to whom you may want to talk.
Ignore Eli Havelock for now, but remember his location. Instead, heckle
the Old Poet for fun. Go in front of The Brothel and talk to Jolmi's Messenger.
He'll ask you to meet his mistress inside The Civic Festhall. South of
the gate you'll see a small cafe with a few interesting patrons. Talk to
the Drunken Mage first, find out his problem, and then conclude the conversation.
Next talk to Able Ponder-Thought and grill him extensively. You can trade
many insults and banter much when you first talk to him. Now talk to the
pretty Aasimar by the name of Nemelle. She'll give you the command word
the Decanter and a quest. QUEST: Find Aelwyn for Nemelle. Swing around
south to check out the rest of Clerk's Ward. Locate the Advocate's Home,
Art and Curio Galleria, Finam the Linguist's Home, Curiosity Shop, and
Apothecary; but don't go into any of them just yet. To the southeast of
The Apothecary is another cafe. Aelwyn is here and will ask you to tell
Nemelle where she is. You may pass by a Performance Artist who really *is*
stuck inside an invisible box because he did an impersonation of a passing
mage. Report back to Nemelle for 8000 exp and a kiss that bestows +3 max
HP. She won't answer any questions now, but just follow her back to Aelwyn
and talk to Aelwyn. She'll tell you that you were almost lovers and that
you used to be a Sensate. Head towards the Civic Festhall in the northeast
corner. You'll see an eldery fortuneteller named Elobrande. She'll give
you a scroll that she was told to give you long ago. Read it and take some
damage and then ask Elobrande about it. Continue towards the Festhall and
a woman dressed in red named Sarhava Vjhul will wish to speak with you
and start a fight with Annah. Just call for the Guards to head off any
impending violence. According to Matt Thomson, if you have Grace in your
party at this point, you will find out that Sarhava used to be one of Grace's
students (probably the one who used to have the tenth sensory stone). You
can resolve any problems peaceably and gain some exp in the process. Also
talk to Salabesh the Onyx in this area. Talk to him and learn that he is
The Master of Curses and wishes to be the future mage-tutor of the Festhall.
Ask him if he cursed the street performer down the street. It turns out
he did, but he says the curse is harmless and enhances his act. vi. THE
CIVIC FESTHALL Enter the Civic Festhall. Talk to Splinter about everything
he is willing to talk about. It's very easy to join the Sensates, but it's
really not worth it. Instead, you can utilize Nemelle's knowledge that
you used to be a Sensate. You'll get all the privileges of a member (access
to Private Sensoriums, free room & board, can purchase items from Splinter),
but won't actually have to join. The noblewoman Jolmi who sent the messenger
is here. You can let her kill you for 1000 coppers. You'll also see Mertwyn
the Headless who is aptly named for he really is missing his head. You
can also talk to (Romeo) Montague in the main room and find out that he's
having relationship problems. Wandering around inside will be Jumble Murdersense,
the man who cursed Reekwind. He'll curse you, but don't panic just yet.
Go outside and consult Salabesh. Question his sense of superiority, and
he'll teach you a curse you can use on Jumble. You'll get 10000 exp for
cursing Jumble and making him leave innocents alone. Get another 1000 exp
for telling him to take the curse of Reekwind as well. Head further inside
the Festhall until you see the Warriors-in-Training on the south side.
Talk to one of the idle ones to find out where the trainer is. Do the same
for the Thieves-in-Training and Mages-in-Training in the next two rooms.
You may notice an old grump named Merriman walking around, but he won't
be willing to talk to you at this point. The Fighter trainer Qui-Sai is
in the room off to the northeast of the main foyer. Be patient and he will
speak to you. Learn the Way of Stone from him and get a permanent +1 bonus
to your AC. Get 10000 exp for talking Qui-Sai into training you as a Fighter.
Head outside to find the Thief trainer. Remember Eli Havelock? Go find
him and talk to him. You'll get 12000 exp to get him to return to the Festhall
as a trainer, but it'll cost you 500 coppers. Return to the Festhall. Talk
to Splinter and have him escort you to the Public Sensoriums. You can find
the gray-haired Lady Thorncombe here getting addicted to the sensory stones.
She will refuse to help you, so seek out Salabesh the Onyx instead. Tell
him that Lady Thorncombe is addicted and he'll request to be the new tutor.
Return to the Sensoriums and give Lady Thorncombe a chance to redeem herself.
Once you warn her about Salabesh trying to usurp her position, she will
snap out of her reverie and you'll gain 12000 exp. Now all the trainers
are back and you can purchase spells from Lady Thorncombe. Before you leave
the Sensorium, though, experience the sensations. Ask the Sensate Guides
to activate the sensory stones. The simple sensations (14 in all) cost
10 coppers and reward 750 exp each the first time you experience them.
That's a mighty 10500 exp for a mere pittance of 140 copper. The extravagant
sensations (6 in all) cost 50 coppers and reward 1500 exp each the first
time you experience them. That's a total of 9000 exp for 300 copper, not
quite as efficient, but definitely worth it. You can catch a few lectures
if you want, too. In the room southeast of the foyer, Ghysis the Crooked
is lecturing on The Blood War. You can recall a memory of being involved
in The Blood War for 1500 exp. In the Western Lecture Hall, Three-Planes-Aligned
speaks on alignment and belief in the Planes. In the next room over, Death's
Advocate is giving a lecture which you and Morte can ridicule. Head east
of the Lecture Halls into the Dormitories. Head into the first room on
the left. You'll meet a striking woman named Unfulfilled-Desire. Learn
that she has a really weird ability that can help out the Drunken Mage
when you tell him about it. First talk to the Festhall Room Clerk, though.
She'll give you a key to your old room. Raid the shelves and pick the lock
on the cabinet to get the Dodecahedron item. You'll get 5000 exp for examining
it and solving its puzzle but you won't be able to read the message yet.
QUEST: Learn the language of the dodecahedron puzzle box. Leave the Festhall,
there's lots more to do in Clerk's Ward. Go talk to the Drunken Mage and
tell him about Unfulfilled-Desire for 10000 exp and a Frost-Ale Mug that
you'll need in a bit. Also, get acquainted with Iannis the Advocate. It
turns you know him, he is the father of Deionarra. I vowed to help him
know more about her tragic death and the events that lead to those circumstances.
Now stop in at Finam the Linguist's home. Ask him to translate the Dodecahedron,
but he won't be able to because he lost his notes. QUEST: Find and return
Finam's research journal. His murdered father could teach the language,
and his ashes are on the small desk in the room. You can use your Stories-Bones-Tell
ability on the urn to communicate with his father. Learn the language to
the tune of 8000 exp and an additional 4000 exp for a memory about killing
Fin. You can now go ahead and read the message withon the Dodecahedron
for 10000 exp. Discover you have a legacy and go claim it from Iannis.
Before you do that, though, kill the Thugs outside of Finam's. It turns
out the Thug Boss is carrying Mertwyn's head. QUEST: Return Mertwyn's head
to his body. Okay, now return to Iannis and get your legacy for 8000 exp.
QUEST: Deliver your receipt to the Great Foundry. No need to claim the
Receipt just yet. Leave for now to pick up a few items from The Curiosity
Shoppe. Buy the following exotic items: Fiend's Tongue, metallic cube figurine
(Modron Cube), Chocolate Quasit, Deva's Tears, and the Elixir of Horrific
Separation. It'll cost you a pretty penny, but they're all worth it. Visit
the Apothecary for the first time and find Pestle Kilnn in dire straits.
Get a Dream Vial for Xander in The Foundry and help Kilnn out with the
Elixir you just bought for 6000 exp. After they're separated, talk to Pestle
for your reward of healing concoctions. Okay, you have enough to return
to the Festhall now. Give Mertwyn his head for 8000 exp and some copper.
Now ask Splinter to take you to the Private Sensoriums. Search out Quell,
the mage dressed in blue and resident authority on Ravel Puzzlewell. Go
talk to him and give him the Chocolate Quasit for 8000 exp after his falls
onto the ground. Now he'll answer you questions about Ravel and sell you
magic candy. QUEST: Find the portal key to Ravel's maze. Now check out
all of the sensory stones here and use them. The one on the left is a trap
but you can will yourself out of it for 500 exp. The stone on the bottom
is a connection to Ravel. Gain 6000 exp and she'll tell you more of what
you already knew, that the portal was started long ago in The Foundry and
that the key is a part of her. The stone on the right is a link to Deionarra.
Gain 2000 exp and learn about her legacy. Gain another 2000 exp as the
memory continues and yet another 2000 exp as it ends. Time to talk to Iannis
the Advocate again. Claim Deionarra's legacy for 8000 exp. Also tell him
about Deionarra's residual memories inside the Private Sensoriums and volunteer
to help him. QUEST: Obtain permission for Iannis to use Deionarra's sensory
stone. Return to the Festhall and talk to Splinter on Iannis' behalf. Obtain
the permission and give Iannis the good news for 8000 exp. Wow, that was
a lot of stuff to do, but you're basically down with the Festhall except
for a couple of short trips you'll need to make. vii. MISCELLANY You still
have a few things needing doing in Clerk's Ward, though. Visit the Art
and Curio Galleria. Examine all the pieces of artwork. Certain ones are
significant, and I'll outline those: Dark Birds of Oceanus - catch one
in your Frost-Ale Mug; Painting 'Gray Hag of Oinos' - 300 exp memory; Statue
- break a piece off with your forge hammer for 4000 exp and a fragile weapon.
You can free him with the Gorgon Salve for the same amount of exp, but
he'll complete his curse and kill you. According to Erik S. and Brian Brown,
this will power up Morte's Litany of Curses. You can talk to Yvana about
all the pieces of artwork and the Modron Cube. She also knows a bit about
Ravel. Also this is a good time to buy/steal goods from The Curiosity Shoppe,
and the Marketplace and Pawn Shop in the Lower Ward. You can also finish
up the dreambuilder quest. Go back into The Foundry. Hit Nadilin first
and use your claim Receipt and get a whopping 40000 experience. No go off
to find Xander. Give him the Dream Vial and he'll send off to get something
from the siege tower. QUEST: Fetch a birdcage festooned with razorblades.
Enter the siege tower and talk to Coaxmetal to receive the item. Return
to Xander with the Dream Cage but he still requires one item. QUEST: Bring
a coffin pillow to Xander. Head over to the Coffin Maker and talk to Hamrys.
Endure his droning speech and get tot he gist of it by threatening him.
QUEST: Get a coffin pillow from the warehouse. Again, they mention the
non-existent problem at the Warehouse, you can just ask the Vault for the
item and get it. Return to Xander with the Dream Pillow and receive the
Dream Key and 16000 exp. The Dream Key will open the smaller locked door
northwest of the forge. You'll go in alone and watch a weird dream sequence
that hints at past and future events. After you're done, pick up your party
members and head to Clerk's Ward. viii. BROTHEL OF SLATING INTELLECTUAL
LUSTS I know you've been dying to go in there, so head into the Brothel.
The first thing you'll notice is "easily the most beautiful woman you have
ever seen," the proprietress of the Brothel, a succubus named Fall-from-Grace.
After talking to her a bit, you'll be able to ask her to join your party.
She refuses initially and will relent and join only if you speak with all
of her students. QUEST: Speak to the ten students in the Brothel. Head
into the first room clockwise from the entrance. Finam's Book is in the
table by the bed, and you can meet Luis, the talking armoire. Move up one
room and talk to Juliette. Juliette is bored with her relationship with
Montague, so I volunteered to pretend to be one of her suitors. QUEST:
'Spice up' Juliette's love life. Leave the Brothel and go back to Finam's.
Return his book for 25000; if you haven't already learned the language
of the Uyo, you can do so now. Now turn to the Festhall and have a chat
with Montague. Pretend to be a suitor but then tell him that it is a ruse
when he decides not to interfere. This is worth 5000 exp and you can gain
another 5000 exp for suggesting that turnabout is fair play. Return to
the Brothel and tell Juliette that Montague seemed disinterested for 10000
exp. You'll probably see a redhead in white named Vivian wandering the
halls nearby. Strike up a conversation with her and she'll tell you about
her problem. QUEST: Find and return Vivian's personal scent. Now head into
the room above Juliette's and speak with Nenny Nine-Eyes. Ask her about
Vivian's scent, but she'll be reluctant to say anything bad about anyone
else. Gain 5000 exp for helping Nenny get in touch with her aggressive
side. Don't forget to be searching all these rooms. There are many items
to be had, hold onto one Handkerchief, too. Keep going clockwise and talk
to Ecco next. She can't respond, but you can ask the other prostitutes
about her. It turns out Dolora will know more about her problem. In the
room north of middle, there is a secret entrance in the wall that leads
upstairs. There's a Caretaker there and a few sensory stones, but I never
found any real purpose for this room other than additional depth and realism.
Head back down the stairs and hit the next room in a clockwise direction.
Marissa will be hiding in here. Marissa will deny taking Vivian's scent
and will tell you of a problem of her own. QUEST: Find and return Marissa's
Crimson Veil. Ask Nenny about this and she'll tell you that she saw Kimasxi
wandering out of Marissa's room. Keep moving clockwise and speak with the
exotic Kesai-Serris. You won't be able to interact with her too much yet.
Dolora won't be in her chambers, but you can find her wandering around
in the open area. Keep moving clockwise and you'll meet Kimasxi Adder-Tongue.
Let her and Morte insult each other for awhile before jumping in yourself.
Ask her to make Morte more abusive and she'll comply. She'll tell you that
someone has been sneaking into her room as well. Ask Nenny about it and
she'll mention seeing a man creep out of her room. Time to confront Luis.
As he splutters, grab the cloth out of his drawers. The Veil is Marissa's,
but it also has Vivian's scent on it. Go talk to Vivian first and get 25000
exp. She'll also sprinkle you with some scent that raises your Charisma
+1. Now get another 25000 exp for returning the Veil to Marissa. Marissa
will also turn a Lim-Lim into stone for you, so go ahead and have that
done. Now go find Dolora. You can debate her and a memory will surface
for 3000 exp. Play a game with her and she'll teach you Wei Chi. It's commonly
known as Go, but Wei Chi is the Chinese name; and the Chinese *did* invent
the game. Another 3000 exp memory will surface. Ask her questions but she'll
say she's unable to help because she has a problem of her own. QUEST: Return
to Dolora the 'keys to her heart.' There are Modrons here, and they'll
confirm that your Modron Cube is a portal that is activated when manipulated
properly. You can also talk to the Brothel patrons, but none of them say
anything of earth-shattering importance. Return to the Festhall and talk
to Merriman. He walks a circuit around the Lecture Halls, so it might take
a moment to locate him. He's a pudgy bastard, though, so he doesn't move
very quickly. Merriman wants to forget all about Dolora, so give him a
taste of a Dark Bird of Ocanthus for 12000 exp and the Keys. Give the Keys
to Dolora for 30000 exp. You can now ask her about Ecco and Ravel. Go talk
to Ecco now. Tell her you'll find a way to recover her voice. QUEST: Help
Ecco regain the ability to speak. Talk to her again and slip her the Tongue,
the Fiend's Tongue, that is. Use the Deva's Tears to complete the remedy
for 30000 exp. Ecco will drop the bomb that Kesai-Serris is Ravel's daughter.
Talk to Yves now, she's in the first room counterclockwise from the entrance.
Trade some tales with her (the ones you learned from Reekwind) for 500
exp each: Mortuary, Alley of Lingering Sighs, Reekwind's Curse, Alley of
Dangerous Angles, and Ignus. Each of your companions also has a tale to
tell for 500 exp (1500 total). Ask Yves about herself and she'll tell you
another story. You can also spot the resemblance between Yves and Yvana
and point it out. Ask her about Ravel. Visit the Art and Curio Galleria
and meet with Yvana. Relate to her the Tale- Chaser's story and she will
be able to see again. Neither Yvana nor Yves rewarded me for this, but
I got a warm gushy feeling for doing such a compassionate selfless act.
Go back and ask Dolora about the rumor that Kesai-Serris is one of Ravel's
children, and she'll point you to Juliette. Ask Juliette, and she'll point
you to Kesai-Serris' half-sister Kimasxi. Kimasxi will confirm that she
is her half-sister (same father, different mothers) and that as far as