Steve's Guide to Planescape: Torment
====================================
(A Planescape: Torment walkthrough)
Last updated: 7th August, 2001
Introduction
============
Planescape: Torment is a brilliant fantasy computer role-playing game set in
the Advanced Dungeons and Dragons™ Planescape multiverse. You take on
the role of The Nameless One, a formidable being - yet unaware of who you
are, and how you happened to awake on a cold metal slab in a surreal
mortuary... shades of Gene Wolfe!
Conventions
===========
Once again, I've chosen to eschew that handy yet game spoiling Table of
Contents. OK, so this Guide is loaded with outright spoilers anyway, but I
try not to ruin all the fun right up front by providing you with a listing of
all the important locations you will visit. If you're looking for references
to a particular location, person, weapon, etc., then just search for it in
your browser.
At the bottom of this guide are handy tables for locating important items and
people.
Directions are given assuming that the top of your screen is north, and the
longer direction names are abbreviated, like SW for southwest. If more
precision is needed, then positions on a clock face are used, like:
10 o'clock.
Tips
====
Before you even think about starting to play, download and apply the latest
patch, which at the time of writing was the version 1.1 patch
(
ftp://ftp.interplay.com/pub/patches/Trmt11.exe). This patch fixed numerous
bugs, and also gets rid of the problem where the game slows down terribly
after about an hour's play.
The Nameless One (TNO hereafter), begins life as a Fighter. Later on, just by
conversing with various NPCs, TNO can change roles to be a Thief or a Mage.
While the idea of switching back and forth throughout the game to overcome
various obstacles that suit tackling by a particular class of character seems
a clever one, this course of action is probably best avoided. You see,
experience points (XP) accrue only for the present class. If you keep
switching between classes, you'll dilute the XP across the board, and will
never obtain real proficiency in anything. So, it's best to choose your
preferred role early on in the game and stick with it!
Balance, balance, this game is all about balance. When creating your
character at the beginning of the game, it's probably best to load up your
primary stat just a little bit. For instance, Strength (STR) for a Fighter.
But... I wouldn't recommend going above 15 on any stat. As far as TNO is
concerned, all stats are important! Intelligence (INT) gives you more
conversation choices, and it will be easier to talk your way around things
rather than having to fight all the time. TNO has lost his memory, and a high
Wisdom (WIS) helps him to regain more memories. Dexterity (DEX) is useful for
thieving skills, but is also important as it lowers your Armor Class (AC),
making you harder to hit in battle, and so forth. The first time I played, I
wanted TNO to be a Mage, so I set INT to 15. Of course, I had to skimp
elsewhere, and only wound up with a Constitution (CON) of 11. I suffered the
consequences of this decision for nearly the entire game, being easier to
knock off than a fat guppy in a tank full of piranhas :-( Each time your
character goes up a level, you get to spend 1 point on one of these
characteristics, so you can eventually rectify mistakes; however, it is
better in the long run to start off with a balanced character, and gradually
build up all the stats.
Talk to every character that exhibits a blue circle when you place your
cursor over them, especially the zombie workers and skeletons in the
Mortuary. This is the primary way by which you discover things, get quests,
etc.
It's probably a good idea to turn off the Party AI. You'll have better
control of your party members in battle then. For example, with the AI turned
on, any Priests in your party will be constantly wading right into the thick
of things to heal someone who only just got a scratch, thereby placing
themselves in great peril. Also, the space bar is your best friend in battle!
With it, you can pause at any time, issue commands for all your party
members, swap items, use healing aids, etc. Then just hit the space bar again
when you're ready to resume. It's the next best thing to turn-based combat :-)
During battle, I always micro-manage my party. Before you even engage the
enemy, hit the space bar straight away. Then, assign each of your Fighters to
attack a specific creature. To do this, click on the party member you want to
use, then hold down the shift key and click on the creature you want them to
attack. Repeat for each Fighter. You might also at this time organise each
Mage to fire off their first spell at a specific target. Then, hit the space
bar again to let the battle commence. When you kill any creature, hit the
space bar right away and immediately re-assign your now idle Fighter to go
beat up on something else! This way, you make sure your resources are always
efficiently employed. Whenever you notice any of your party members getting
low on health, hit the space bar quickly, and get them healed (you can keep
all your healing charms of a similar type grouped together, and just pass
these groups of charms around from party member to party member as the need
arises)! Of course, it goes without saying that you should keep your Fighters
up front, and your Mages pretty far behind so they can keep firing off spells
without fear of being attacked.
Another warning about dilution of XP. Remember that you split any XP gained
amongst all the members of your party. While having a bigger party is more
fun, it definitely makes the going tougher, as characters will gain new
levels at a much slower rate.
Whenever a new person joins your party, engage them in conversation at the
earliest opportunity, and grill them about everything. You learn a lot of new
things this way, and sometimes acquire valuable items.
After a tough battle, if you've a Priest in your party, get all the party
members healed as much as you can with the Priest's remaining healing
spells... then you can rest. Using this technique, you'll need to spend much
less time resting in order to get your party fully healed, and the Priest
will regain all the healing spells after the first 8 hour's rest!
Note that when you or your party members use Thief skills to steal something,
you can't subsequently sell it to anyone because all the merchants will know
it's stolen goods. So, don't bother to steal anything you're not going to use.
The best way to identify items is with Charms of Infinite Recall. Just wait
till you have at least a half dozen items that need to be identified (doing
only 1 or 2 at a time is a waste), and make sure they're all in a single party
member's inventory. Then, put one (or more. Only one will be used) of these
Charms in an empty Quick Item slot of that party member, return to the game
world, right-click and select the Charm(s). You'll note the person becoming
infused with light. When you return to that person's inventory, all the items
are now identified! You can also equip each of your Mages with an Identify
scroll, but then only one item per day/per Mage can be identified. Much more
tedious. You can buy or find these Charms all over the place, so what the
heck.
An easy way to move across a large area that you've already seen: select all
party members, then open up the map. Click once to get a yellow square around
the section you wish to travel to. Then, double-click on the square and
you'll be back in the game world, positioned right at the place you want to
wind up. Just hold down the shift key, click once more on the ground here
(or a doorway), and your party will run straight over to where you clicked.
Some thoughts concerning Wisdom
I could never figure out how, according to the manual and the in-game help,
increased WIS got you more experience points, because you always get the same
XP for completing a given quest regardless of your WIS. Well, I finally did
find out by playing a portion of the game through with a high WIS (to the
detriment of several other stats, of course), and the way WIS plays its part
in gaining XP is this: whenever your party splits XP, you get the same as
everyone else plus an additional bonus according to your WIS. There is
roughly a 20% bonus for you at WIS of 20, and a whopping 35% at a WIS of 25!
Unfortunately, this Guide was written before I had twigged the nuances of
Wisdom, and I played all the way through the game (twice!) with just slightly
above average WIS. What a high WIS ultimately does for you is ensure that
you attain new levels at a much faster rate than your companions, thus making
it much easier to complete quests and do battle, as TNO will have higher
stats all around. Anyway, in retrospect, I would recommend that if you need
to have any stat as your 'secondary' stat, then it should be WIS!
Well, that's probably enough of the up front stuff. Time to wade right in...
The Mortuary
============
2nd floor
Morte, the indefatigable skull, is hovering near you when you stir back to
life on the mortuary slab. There's some writing on your back. Hmm. So, we
need to find this guy Pharod, and your journal. Get the Scalpel and some
Bandages from the tables in the northern part of the room, arm yourself
with the Scalpel, then attack the southern-most zombie in the room. Take the
key off him, then proceed through the door in the NW corner. You could kill
the other 2 zombies, but they're only worth 65 XP each. Note that the key
disappears from your inventory when you go through the door. This is the
game's way of telling you that you won't be needing it any longer. Get used
to losing items like this, because it happens a lot, and you don't want to be
wasting time looking for items that you think you have lost, but you haven't!
The next room holds 3 zombies, and little else of interest for the moment. So
just head through the next door. This is more interesting. Pick up the Fist
Irons, the Receiving Room Logbook, and some jink (er, Coppers) from the
tables here. Note that the last page is missing from the Logbook. I suspect
that has something to do with you. Talk to zombie worker #1201 here. You
notice something in his mouth and cut it out with your Scalpel, for 250 XP.
Use the Note, and fold the corners in this order: upper right, lower right,
upper left, upper right again (marks corresponding to the number of this
zombie). The Note dissolves, and you are left holding a Triangle Earring,
which you can't identify yet (it's actually a 'Rule-of-Three Earring', as
you'll later discover), but solving this puzzle nets you another 250 XP.
Also, chat with the scribe Dhall in the south end of this room. You have
been here many times before. It seems as if Dhall might have ripped the last
page out of the Logbook, so that the Dustmen would not discover who or what
you are and have you cremated! From now on, whenever a Dustman approaches you
and asks you what you are doing in the Mortuary, you can just mention Dhall's
name to get rid of them.
Again, proceeding clockwise, the next room doesn't have much of anything
noteworthy in it, except a Receiving Log Page that you get from zombie #1664
there, which has an entry numbered 16539 that looks suspiciously like
TNO/you! Reading more, it looks like we'll have to locate this Copper
Earring, and also zombie #79, who might give us a clue on how to interpret
the markings on the Earring.
Things start to get even more interesting in the next room (let's say at
2 o'clock on the Mortuary - 2nd floor map). If you accidentally topple over
zombie #985, you get a new weapon. Also, speak to the Dustwoman Ei-Vene to
get Quest 3 below, the first one you can immediately carry out :-)
3rd floor
The Finger Bone that activates the secret portal (see Quest 4 below) is
located in a locked container on the 3rd floor, in the room at the 12 o'clock
position. It doubles as a Bone Charm - but of course, don't use yet, or you
won't be able to activate the portal!
Skeleton #863, in the room at 10 o'clock, has a Parchment attached to him.
The note on the Parchment alludes to there being a Prybar somewhere on this
floor. Indeed, there's one on a table in the room at 6 o'clock on this floor.
The stairwell on the west side of this floor is locked. The key to open this
door is located on a shelf on the SE part of the stairwell wall. Indeed, once
you have this Mortuary Sanctum Key in your possession, all the remaining
locked doors in the Mortuary will be open to you!
The room to the south contains 3 zombies. Examine zombie #79, and you'll be
able to open that Ancient Copper Earring you've been carrying around (250 XP).
Zombie #42 is wandering continuously in a big circle around the central part
of the 3rd floor. If you've recalled the memory of him (see Quest 3), and you
cross your arms, he'll put his arms at his side. You can then reach inside
him and pull out the package that's stitched into him (250 XP). Inside it are
2 Clot Charms, some Rags, and a Green Steel Knife! Looks like TNO knew he
might be coming back here again.
1st floor
There are 4 Giant Skeletons in the central room of this floor. They are much
too difficult for you and Morte to take on at this stage in the game, but...
there is another way. If you get the Tome of Bone and Ash off zombie #932 in
the room to the SE, it will give you the knowledge necessary to dissect the
Giant Skeletons! First, you have to examine each Skeleton's armor, then you
have to compare the runes on it to the runes in the Tome. Then you have to
remove the wards in the correct order. Worth 800 XP per Giant Skeleton, plus
3 of the Skeletons leave behind a Rune of Lesser Warding (invokes "Armor")
and one has a Rune of Greater Warding (invokes "Shield"), though all of these
are only usable by Mages.
Also in this room, on the wall to the north, is a Crescent Hatchet. The
Skeletons don't seem to mind if you take it.
Near the exit from the Mortuary, in the room to the SW, speak to Soego. He
will open the gate for you for 500 XP (you can exit here instead of using the
portal. You still come out at roughly the same place). Alternatively, you can
snap the neck of one of the other Dustmen here, and take the key off their
corpse, but this is bad for your karma, especially if you're attempting to
keep your alignment leaning towards the Good side.
Converse with the spirit of Deionarra, in the room to the NW. She... once
meant a lot to you. You should get 1000 XP for recalling a memory of how you
can raise the dead (plus, it now becomes one of your Special Abilities). You
also get 500 XP for her telling you about the exit portal, even though you
might have already heard it from Vaxis. After speaking to her, if you've got
the Bone Charm in your inventory, you may use the portal that opens up when
you approach one of the openings in the northern part of this room!
Quests
------
1. Find "Pharod".
This... might take a little while. Let's not spoil things just yet.
2. Find your missing journal.
Ditto.
3. Fetch Embalming Fluid and Needle for Ei-Vene - Embalming Room Key, +1 HP,
and 750 XP.
There are 2 jars of Embalming Fluid in the room at 4 o'clock on this floor.
Also in this room is a locked container. You can bash it open with your newly
found club. Inside is that (Ancient) Copper Earring mentioned in the
Receiving Log Page. Take the stairs up to the 3rd floor here (on the shelf at
the top of the stairs is a Charcoal Charm). Then, go inside the room to the
north and head for the shelf on the wall to the NW. There is a Needle and
Thread there. Remember, when the Dustmen accost you, say you are looking for
someone (Dhall).
Once you have secured the Needle and Thread, return to Ei-Vene. Before you
get her attention this time, notice the motion of her hands. You recall your
first memory, about stitching something inside zombie #42, and get 250 XP.
Then give her the Embalming Fluid, Needle and Thread (250 XP), and hold
still while she stitches you up. You get a permanent +1 to your HP for this.
Finally ask her for the Embalming Room Key (250 XP). Now you may complete
Quest 4.
4. Fetch Embalming Key for Vaxis - Location of portal and 500 XP.
Zombie #821 in the room to the south of where Ei-Vene is located... is
actually not a zombie at all. Rather, his name is Vaxis, and he's disguised
as a zombie. If you complete Quest 3, Ei-Vene will give you the Embalming
Room Key. Once you give this Key to Vaxis, he'll offer to disguise you as a
zombie too. For this, you'll need to give him some Embalming Fluid, Needle
and Thread. You get 500 XP for doing this, but I'm not sure it's worth it.
For one, you blow the disguise if you forget you have it on and try to run or
arm a weapon. And secondly, you already have a way to get by the Dustmen,
using Dhall's name. However, 500 XP early on in the game is not something to
scoff at. Your call.
More importantly, Vaxis tells you about a secret portal located in the NW
room on the 1st floor. You need to find a Finger Bone on the 3rd floor to
activate the portal...
The Hive - Northeast region
===========================
If you exited the Mortuary via the portal, then you wind up in a small tomb.
There's a Note from someone named Penn. He apparently hired Vaxis to see what
was going on inside the Mortuary. Also, 30 Coppers with the Note. Handy. Head
south from the tomb, and enter the small house to the east there. This is
Angyar's house, the subject of Quest 1 below.
If you exited the Mortuary by the front door instead, then you can make your
way to the tomb by just heading south once you exit the Mortuary grounds. The
tomb is set into a wall to the east. Collect the stuff from the tomb, then
make your way to Angyar's house as above.
Pretend to be dead for Pox, just outside the Mortuary front gate, for 500 XP.
You can learn to converse with a Dabus for 500 XP.
You'll probably bump into Annah in your travels. She's a wee lassie with a
mean Scottish accent and attitude to spare. Hmm. I wonder if you can get her
to join your party somehow...
The Hive at night is not a nice place to be. You'll want to be finding a
place to bed down, else be prepared to fight a lot of thugs.
One of the entrances to the Alley of Dangerous Angles is located in the SW
corner of this region. See section on the Alley below.
Quests
------
1. Free Angyar from his Dead Contract and return it to him and his wife - 750
XP, and a free place to rest from now on!
Talk to Wife-of-Angyar, not Angyar himself! You'll get this quest which may
be solved by locating Gravesend in the Gathering Dust bar (she gives you some
confusing directions, it's actually due west of Angyar's place). Once you
locate Mortai Gravesend, there are 3 ways you can obtain the Contract:
a) Shame him into just giving you the Contract back, by convincing him that
it's morally wrong to hold such a Contract. This is the cleanest way.
b) Have him fetch the Contract and kill him for it, but this is the extremely
messy way. Everyone in the bar will attack you.
c) Have him fetch the Contract and steal it from him. Obviously, either you
or someone in your party must be a Thief in order to make this option
possible.
Once you've obtained the Contract by whatever means, return it to
Wife-of-Angyar. She'll ask you to show him the Contract, but not tell him how
you got it back. Tear up the Contract right there in front of him, and he and
the wife are eternally grateful to you (a place to rest for free from now on).
2. Look into the matter of the mausoleum's walking dead - 1000 XP plus
200 Coppers.
Talk to Norochj in the Gathering Dust bar. He'll tell you about a mausoleum
to the north that is accessible via a portal. Sure enough, when you approach
the entrance to the building just north of the Dustman Monument, a portal
materialises. When you step through it, a spirit appears immediately you are
inside. See Quest 8 for further details.
3. Find the "source" of Pharod's bodies for Emoric - 2500 XP and 300 coppers.
Talk to Emoric in the Gathering Dust bar, and convince him that you want to
join the Dustmen faction. You'll get this quest when you bring up the topic
of Pharod (of course, you'll have to find Pharod in order to complete this
quest). Also, you'll get Quest 4.
4. Talk to Norochj for Emoric, and do what Norochj asks of you - Quest 6.
Norochj gives you Quest 5. When you have completed it, return to Emorich
again, and you will get Quest 6.
5. Speak to Awaiting Death on behalf of Emoric - 500 XP and Quest 7.
You can kill yourself for the benefit of Awaiting-Death. You get 250 XP for
this, and he gets a fresh outlook on life. When you report back to Emoric,
you get an additional 250 XP.
6. Speak to Sere on behalf of Emoric - 1000 XP and Quest 12.
Soothe Sere the Skeptic concerning her misplaced faith for 500 XP. When you
report back to Emoric, you get an additional 500 XP.
7. Track down a thief disguised as a Dustman - 1500 XP and 200 Coppers.
The person you seek is named Ash-Mantle, and is hanging about in the SW
region of the Hive. Speak with him, but don't accuse him of being a thief
outright or you'll scare him off. As you make to leave, you'll notice him
trying to pick your pocket. Allow him to do so, observing his technique
(750 of the above XP). Then, try to grab his hand. Once you've scared him
off, you can return to Norochj and claim your reward.
8. Defeat the intruder in the Mausoleum for the Guardian Spirit - 1000 XP.
Once inside the mausoleum, if you assure the Guardian Spirit that you are
there to help, he'll let you pass. Now, you can explore the entire mausoleum,
killing all the undead that attack you, or you can head right for the centre
of the action. To do this, make an immediate right, and just keep heading
south. First, a word of caution: if it's early on in the game, it's best to
let Morte fight all the battles. He's got a much lower AC than you. Just give
him all the Bandages and Clot Charms, stand back, and let him have a go!
Anyway, keep heading south and west and you'll reach a part of the path
that's guarded by a Giant Skeleton. Once past the Giant Skeleton, you enter a
room that contains an evil necromancer (really, is there any other kind?) and
his skeleton henchmen. Just sic Morte on him. Once he's dead, all his
skeletons immediately collapse into harmless piles of bones and the struggle
is over. There's a good haul of scrolls here, a Magus Guard, and a magical
Bone Dagger... and be sure to read Strahan's Diary for a laugh! The Guardian
Spirit rewards you with some XP as soon as you leave the slain Strahan's
chamber, but be sure to return to Norochj to collect your reward for
completing Quest 2.
9. Find a way to help Ingress - 750 Xp and Ingress' teeth!
Ingress is wandering around just to the NW of the Dustman Monument. She's a
distraught woman, having come through a portal over 30 years ago, and not
being able to find the portal to take her back. She's even afraid to walk
through any doorway or arch lest she be accidentally teleported! You need to
seek out the fellow named Candrian in the Smoldering Corpse bar, SE region of
the Hive. He offers to help Ingress, and also gives you a Negative Token (to
ward off the undead). Go speak to Ingress again, and then return to Candrian
once more to collect your reward.
10. Find Craddock for Baen the Sender - 500 XP plus 45 coppers.
Baen the Sender is wandering around just to the north of the Gathering Dust
bar. He asks you to find this man Craddock... somewhere in the Hive. Craddock
is located in the marketplace, SW region of the Hive.
11. Help Sev'Tai get her revenge - 250 XP and Copper Earring.
Sev'Tai, a Tiefling woman, is standing inside the Dustman Monument. Her 3
sisters were murdered by a Chaosmen gang who call themselves "Starved Dogs
Barking". This gang hangs out in the SE region of the Hive. Just kill 3 of
them, and return to Sev'Tai. Note: in order to join the Chaosmen faction, you
need to speak (bark?) with Barking-Wilder, who hangs around outside the
Smoldering Corpse bar, on the east side of it. You have to be of Chaotic
alignment in order to pull this off, so don't even bother trying if you're
playing a goody two-shoes type.
12. Find Soego for Emoric - 2500 XP and invitation to join the Dustmen
faction.
You must complete Quest 6 first. As your final quest on the way to becoming
an initiate of the Dustman faction, Emoric wll ask you to locate Soego, whom
you first met in the Mortuary. Once you've completed this quest (I can't tell
you how just yet), Emoric will invite you to join their faction. Hmm. I think
some of the other factions provide greater benefits when you join. But if you
always wanted to be a Dusty...
The Hive - Northwest region
===========================
Arlo's flophouse is located just to the west of the gate leading to the NE
region. You can kip here for the night for only 5 Coppers.
Quests
------
1. Deliver box to Ku'atraa - 250 XP and Quest 2.
A young man by the name of Mar is standing just to the south of Arlo's
flophouse. He'll give you a box, tell you not to open it, and to deliver it
to a man in the SE part of the Hive. Of course, if you do open the box...
out comes a hideous fiend. You can kill the fiend, and he leaves behind a
Blood Dagger. It's a good weapon, but unfortunately it's also cursed. Once
you arm yourself with it, you go berserk in battle and lose all control of
your character. In order to get rid of it, you need to find someone who can
cast Remove Curse (like, Mebbeth in Ragpicker's Square). Anyway, what you
should do to complete the quest is first locate Ku'atraa in the warehouse,
SE region of the Hive. He'll have nothing to do with the box, runs screaming
from the warehouse, but suggests that you take the box to "Brasken" in the SW
region of the Hive.
2. Deliver box to Brasken - 250 XP and Quest 3.
Ku'atraa asks you to deliver the box to Brasken, whose house is located on
the western edge of the SW region of the Hive. The door to his place is more
like a portcullis (bars). When you deliver the box to him, he tells you a bit
more about the history of the box, then suggests you take it to Shilandra. I
feel a Fed-Ex coming on...
3. Deliver box to Shilandra - 250 XP and Quest 4.
Shilandra's place is located in the far NE corner of the NE region of the
Hive. She then sends you to the burnt-out cathedral in the Alley of Dangerous
Angles.
4. Go to cathedral located at the center of the Hive - 1000 XP.
Finally... Aola in the burnt-out cathedral (east side of Alley of Dangerous
Angles, search carefully, in the middle of the burnt-out out building, for
the entrance to the cathedral) will vanquish the fiend in Morodor's box! If
you feel like living dangerously, you can ask Aola to make you a disciple of
'Aoskar'. If you choose to become a disciple, you incur the wrath of the Lady
of Pain... immediately you leave the Alley, the Lady appears and sends you
into the Player's Maze (see section on this below). You can return Moridor's
box to Aola after you escape from the Maze... that is, if you escape from
the Maze :-)
Anyway, once you've got rid of the box, you get Quest 5.
5. Talk to Mar about the box - 1250 XP and 500 coppers, plus Hollow Axe!
Finally, things come full circle with this seemingly interminable Moridor's
box quest! Mar has moved from his original position to the south of Arlo's
flophouse, and is now hiding in the stone arbour to the NW of the flophouse.
Let him try to explain the situation to you, then gracefully accept all the
goodies he hands over.
6. Find Nestor's fork - 500 XP and Obsidian Earring.
Nestor is the distressed guy inside Arlo's flophouse. Looks like he needs his
fork to go through a portal, and someone has taken it from him. That someone
is a big, dumb berk by the name o' One-Ear, who is hanging out just to the NW
of Arlo's Flophouse.
7. Retrieve Porphiron's necklace - 1000 XP plus weapons training.
Porphiron is standing just to the north of Arlo's flophouse. The thieves that
took his necklace are to be found just to the west of the Smoldering Corpse
bar in the SE region of the Hive. After you get the necklace back, Porphiron
will train you in all weapon categories (amount of proficiency attainable
subject to the level you have attained as a Fighter).
The Hive - Southwest region
===========================
Another entrance to the Alley of Dangerous Angles is in the NE part of this
region. See section on the Alley below.
The Office of Vermin and Disease Control is the large building roughly in the
centre of this region. If you talk to Phineas T. Lort inside, he'll
eventually bore you to death (good place to rest for free). If you can
pickpocket Phineas, his key opens the locked cellar door. There's a Wererat
in the cellar. Watch it, they're only susceptible to magical weapons! The
locked chest down there contains, amongst other things, a Charm of Infinite
Recall (allows you to identify magical items).
Quests
------
1. Find Jhelai for Craddock - 750 XP and 30 coppers.
Once you find Craddock for Baen the Sender (see The Hive - NE region,
Quest 10), in the marketplace here, Craddock asks you to find Jhelai. The man
is located just south of the Smoldering Corpse bar, in the SE region. You get
250 XP just for finding Jhelai, but he won't go back to work for Craddock.
Return to Craddock, and offer to fill in for Jhelai.
2. Remove Reekwind's "curse of stench" - 5000 XP, and some interesting tales
penned into your journal.
Phew! Reekwind is standing just NE of the marketplace here. If you pay him 3
coppers and listen to his story, you'll get this quest. Looks like you can
just get a Mage to cast 'Remove Curse' on the poor bugger, but the solution
to this quest is far more complicated than that, and it's far away from here
that you'll find it!
3. Find a tombstone for the Crier of Es-Annon - 1000 XP.
The Crier is wandering around on the west side of this region. Engage him in
conversation, then mention that a tombstone might serve all the Criers' needs
better than the present method of remembering their lost city. Go to the
Dustman Monument in the NE region of the Hive, and tell Death-of-Names that
you want to bury a name... Es-Annon, of course (500 XP for this). Then return
to the Crier and tell him what you've accomplished.
The Hive - Southeast region
===========================
Mourns-for-Trees is... mourning for the trees in the northern part of this
region. 500 XP for offering to mourn along with him. If you can get at least
2 more of your party to agree to mourn for the trees, it's another 500 XP.
In the Smoldering Corpse bar, talk to 'O', and add +1 to Wisdom! Also, you
can get Dak'kon to join your party for 1000 XP... and perhaps Ignus too, if
you can find the means :-) Talk to Barkus, the owner. For 500 coppers (300
with decent CHR), Barkus will give you your old eye back. You recall some
memories with this eye, plus gain some weapon proficiencies and 1000 XP.
Dak'kon can teach you much, but you have to become a Mage first. He can
transform you into one. Then, tell him you want to learn the Way of
Zerthimon. He opens up the first Circle on his circular stone artefact.
Curiously, in order to use/read it, you have to access it in his inventory.
I'll tell you, that one had me stumped for a while! Anyway, there are
6 Circles to read on the Unbroken Circle of Zerthimon. They require
progressive levels of Wisdom in order to comprehend what you are reading (by
the way, Fell's tattoo parlour, mentioned just below, is a great source for
tattoos to increase your WIS :-) Here's what you get upon completing each
Circle to Dak'kon's satisfaction:
1st Circle (requires WIS 12) - 300 XP
2nd Circle (requires WIS 13) - 600 XP and 'Scripture of Steel' spell
3rd Circle (requires WIS 14) - 900 XP and 'Submerge the Will' spell
4th Circle (requires WIS 15) - 1500 XP and 'Vilquar's Eye' spell
5th Circle (requires WIS 16) - 3000 XP and 'Power of One' spell
6th Circle (requires WIS 18) - 5000 XP and 2 x 'Balance in All Things'
spell (one for Dak'kon!)
You're probably familiar with all of them bar the last one. That's because
Dak'kon never mastered the 6th Circle himself (you beat him too it)! Balance
in All Things is fairly handy. When struck by an opponent and you take
damage, the same amount of damage is meted out to all foes in a 10 ft.
radius.
Well, you'd think there'd be no more Circles after that, but you'd be wrong!
Examine the Unbroken Circle again, and you should be able to unlock the 7th
Circle for 3000 XP more. Then, you get 2 copies of the spell Missile of
Patience, for another 5000 XP. Gee, I think you're milking this for all it's
worth. I didn't stick around as a Mage for long enough to determine what
Missile of Patience gets you... but I did up my WIS by one more to 19 in
order to see if I could take the Unbroken Circle any further. Indeed, you can
unlock the 8th Circle for 6000 XP. Once you learn the 8th Circle, you get
10000 XP for yourself and Dak'kon, another 10000 XP split amongst your party,
plus 2 Scrolls of Zerthimon's Focus (chances for a Critical Attack are raised
for 5 seconds per level of the caster)! Not only that, but Dak'kon gets a
permanent boost to the following stats: +1 STR, + 2 DEX, and +2 CON :-)
Well, that's about as far as you can take the Unbroken Circle of Zerthimon,
but it hasn't been a bad journey, has it?
Fell's tattoo parlour, on the east side of this region, is an absolute boon
to your stats, but it's gonna cost ya! All the good tattoos - ones that raise
your primary stats by 2 - cost 1200 coppers each. You only have room to wear
3 tattoos on your person, so choose wisely. Note: when you return here later
with a special item, have one of your party members translate for you. Fell
will recall tattoos that he had long since forgotten how to execute, and they
will then be available for you to purchase. Another note: you can, and should
return to Fell's often. Depending on what you've experienced so far in the
game, Fell will usually have a few new tattoos for sale that are based on
these particular experiences. Remember also to pick up a few tattoos for
your companions. It's worth it.
Quests
------
1. Resolve a bar tab - 1000 XP.
At the east side of the Smoldering Corpse bar, the woman Mochai is
masquerading as a Dustman (seems like a popular pre-occupation). For 100
coppers, you can settle her tab with Barkus, the owner.
The Hive - Alley of Dangerous Angles
====================================
Though it grates on you, it's probably best to pay the 10 coppers to grant
yourself safe passage, else you'll just wind up fighting the entire way
through the Alley, and will only be able to get Quest 4 below.
Periodically, some members of the 2 gangs will have a go at each other. Let
them at it. Easier for you to just pick up the pieces afterwards!
Quests
------
1. Krystall wants Rotten William dead - 1500 XP, no more toll for Alley,
Quest 3.
Krystall is the leader of the Razor Angels. She's standing in the NW corner
of the Alley. Rotten William hangs out in the SE corner. If you take Rotten
William out for Krystall, you of course won't be able to get Quest 2. Rotten
William has 300 coppers on him, so this fact might influence your decision!
2. Rotten William wants Krystall dead - 1500 XP, plus request to deal with
Blackrose.
Rotten William is the leader of the Darkalley Shivs. He's standing in the SE
corner of the Alley. Krystall is located in the NW corner. If you take
Krystall out for Rotten William, you of course won't be able to get Quest 1.
3. Krystall wants Blackrose dead - 1500 XP and 700 coppers.
Blackrose is located in the burnt-out building just east of where Krystall
hangs out. He questions you about your alignment. If you say you stand for
good, he'll ask you to kill Rotten William (1500 XP). If you've already
killed Rotten William, Blackrose will ask you to kill Krystall, to restore
"balance" to the Alley. Anyway, all these quests are kinda circular! If you
kill any 2 of them, you'll net 3000 XP, plus varying amounts of copper.
4. Rauk needs you to fetch 3 rings from his tent - Scrolls (Armor, Fist of
Iron, Identify!), Ring of the Traveler, Green Steel Dagger.
The intellectually challenged Rauk, along with 5 Mages-in-Training, are
located in the burnt-out building in the very south of the Alley. He's
forgotten to bring rings for the Mages, so they can't train. You're looking
for a Bronze, a Silver, and a Gold Ring. Strictly speaking, they're not all
in Rauk's tent; rather, you can get the Bronze one off most any dead gang
member, the Silver is in Rotten William's tent under some slats near the
stove, and the Gold is hidden in a bed in Krystall's tent. When you return
the Rings to Rauk, the mages use them to conjure... a killer lim-lim?! It
slaughters all the mages, leaving you to round up the spoils. Whatever you
do, don't kick the lim-lim. It will then attack you, is very difficult to
defeat, and only nets you 130 XP for killing it! Also, it's Rauk's new-found
'friend', and he'll attack you if you hurt the lim-lim. Go figure.
Player's Maze
=============
In the NE part of the maze, you'll find a pile of bones near an abandoned
campfire. The ashes of the campfire contain a Journal, and a Sledgehammer
that turns out to be a valuable enchanted weapon (Brimstone Hammer). The
journal, left by yourself in a previous incarnation, contains a clue about
how to get the hell out of here: "maybe I should go through one, THEN walk
back to the same portal without..." (let me finish the sentence) "going
through any other portal". Right. Go through the portal at 4 o'clock on the
map, then head back to that same portal without going through any other
portal. When you go through this portal the second time, you wind up at the
portal at 7 o'clock. Exit the maze through this portal (you actually have no
other choice once you get here).
The Hive - Ragpicker's Square
=============================
You get here from the NW region of the Hive.
Just to the north of where you enter, a hideous creature named Marrow-Friend
is lurking there in an alley. Allow him to take a bite of you(!) in exchange
for the finger bone hanging from his neck. Once you have it, bite off your
own finger, and replace it with this finger bone. A ring drops off the
finger, and you can now choose to wear Mempa's Biting Ring. The item is
cursed, but it never seems to do TNO any harm, and it adds +2 to his Armor
Class!
Just to the west of where Marrow-Friend hangs out, there's a door into a
house. Once you open the door, a portal appears. If you go inside the house
via the portal... there's no apparent way out. Wait a while until a character
named Vlask appears with 2 henchmen. You can either pay him 100 coppers for a
glass bead that activates the exit portal, or kill them for it.
Old Mebbeth's place is the big round house in the south part of the Square
(the midwife's hut on your map). She'll heal you and your party members for
free, and you can rest here. She's also got a lot of nice things for sale,
including a handy Scroll of Remove Curse, and a Divine Censer.
Ratbone is standing outside Sharegrave's kip, in the SE of the Square. He'll
train you as a Thief for 50 coppers. Also, go on inside and talk to
Sharegrave. He'll tell you where Pharod is holed up and gives you Quest 1
below.
Quests
------
1. Find out where Pharod's corpses are coming from for the man in Ragpicker's
Square - 750 XP and 100 coppers.
If you follow the walkway all the way around to the north of the Square,
you'll come to an archway that's blocked by rubbish. If you have some Junk on
you, you can thrust it into the archway and activate a portal here! This
portal leads through another portal, and finally to a door that takes you
underground - and so begins your quest to locate Pharod... see section on
Trash Warrens next.
2. Find Amarysse for Nodd - 750 XP.
Nodd is standing just outside of Old Mebbeth's place. Amarysse is the harlot
dressed in blue just SE of the entrance to the Smoldering Corpse bar in the
SE region of the Hive. She entrusts 100 coppers into your care, to be taken
back to Nodd.
3. Find a spell ruby for Jarym - 500 XP plus 200 coppers.
Jarym's tent is just south of Mebbeth's place. He's looking for a good
quality ruby in order that he might complete a spell he's working on. Hey,
didn't Moridor's box, the one that Mar gave you, have a ruby in it? If Aola
banished the fiend for you, he has the ruby, and you can buy it back off him
for 300 coppers (200 with high CHR). Jarym gives you back 200 coppers when
you deliver the ruby, so it's not as bad as it seems.
4. Learn the ways of the Art from Mebbeth.
During the course of your conversation with Mebbeth, ask her if she's a
witch. Usually, a question like this would be presumed to cause offence.
Hmph. But Mebbeth is keen to teach you if you agree to run some errands for
her first. See Quest 5 to get started.
5. Find the herbs that Mebbeth needs - 500 XP and Quest 6.
Go to the marketplace in the SW region of the Hive, and seek out the merchant
who sells seeds. He won't know what to do with the seed that Mebbeth gave
you, but Mourn-for-Trees in the SE region does! See Quest 6.
6. Find a gardener who has Mebbeth's herbs - 1500 XP and Quest 7.
Talk to Mourns-for-Trees in the SE region of the Hive. Then just will the
seed to grow, and it'll sprout barbs that wrap around your wrist (500 XP).
When you return, Mebbeth gets you to will the barbs from your wrist, and then
make them into a frame (a Sadistic one, I should imagine) for another 1000 XP.
7. Get Mebbeth's wash from Giscorl - 1000 XP and Quest 8.
Another trip back to the marketplace... Giscorl is the merchant in red.
500 XP for picking up the wash from him, and another 500 for bringing it back
to Mebbeth.
8. Get ink for Mebbeth from Kossah-Jai - 1000 XP and Quest 9.
Kossah-Jai is the portly woman in the marketplace, SW region of the Hive. She
doesn't have what you're looking for, but she thinks that Meir'am down the
road might...
9. Find Meir'am, get the ink for Mebbeth - Quest 10.
Meir'am is standing on the east side of the Office of Vermin and Disease
Control, SW region of the Hive. She has one of these peculiar fish that
Kossah-Jai mentioned, but now you need to find a bowl or cup to hold the ink.
Argh! If you go back to the marketplace again, you can get a Battered Tankard
off the woman in red just to the east of Giscorl. Bring it back to Meir'am,
and she'll squeeze the ink out of the fish.
10. Deliver ink to Mebbeth - 7000 XP and you become a Mage.
Once you've completed all the quests for Mebbeth, you get 2000 XP for
committing to be a Mage, plus another 5000 XP after you listen to all her
instructions. You also get the following spells: Chromatic Orb, Blood Bridge,
Identify - plus a pair of Amber Earrings that add +2 to AC!
The Trash Warrens
=================
You get here using the Junk-activated portal in Ragpicker's Square.
Immediately you arrive, a collector accosts you. With high CHR (I had 16 at
the time), you can talk your way by the collectors and thugs at the
entrance; else, you'll have to fight them.
On the east side of the Trash Warrens is a group of hostile Buried Villagers
guarding a portal. The portal leads to a room containing a crate, guarded by
a group of cranium rats that are casting spells at you (remember, Phineas T.
Lort told you they were dangerous in packs?) There's a pretty good haul in
the crate, so it's worth at least sending Morte over to pilfer the contents:
300+ coppers, Scroll of Magic Missiles, Prickly Club (good weapon for
Thieves!), Silver Frame (turns out to be a Sadistic Frame that invokes
"Pain Mirror"), some Cranium Rat Tails, and a Cranium Rat Charm.
In the SE part of the Warrens, you can talk to Bish. The entrance to the
Buried Village is through the trapdoor behind him, and he should let you
pass. You net 1200 XP for talking your way through.
Buried Village
==============
Marta the Seamstress' house is located on the west side of the Buried
Village. Have her take out your (ugh!) intestines, and you'll get a Twisted
Ring for the experience. It adds +1 to Armor Class. You can buy the Teeth of
the Viper here for Morte, a pretty nice set of enchanted snappers.
I was never able to get much out of Ojo, even with a CHR of 16. He knows Gris
is dead (see Weeping Stone Catacombs), but that's about it.
Quint's Shop is located in the north of the Village. Unlike a lot of other
merchants, Quint will buy almost anything from you. Good prices too (he paid
me 320 coppers for a Bone Dagger).
Quests
------
1. Recover Ku'u Yin's number from Radine - 2500 XP and Number of Ku'u Yin.
Ku'u Yin is standing right in front of Ojo's house. Radine is skulking about
to the SW of there. A few trips back and forth between the pair of them will
net you the Number (give Radine 30 coppers to ease the pain of losing the
number), and Ku'u Yin lets you have his number anyway. It's a wearable tattoo
that protects you from chaotic creatures.
2. Find and return Uhir's 'lucky knife' - 5000 XP.
Uhir is wandering around in the eastern part of the Buried Village. His
knife... you will encounter further along in your travels.
3. Get bronze sphere for Pharod - 15000 XP... and a surprise addition to
your party!
Pharod's hide-out is located in the NE part of the Buried Village. Finally,
you get the chance to speak with your old 'mentor'. Fetch the bronze sphere.
Ah, such an innocent sounding little quest :-)
Go to the SE part of the Buried Village. A man named Barr will let you into
the Weeping Stone Catacombs, once you mention that Pharod has sent you.
4. Get Quint's Poison Charm from the body of Gris - 7500 XP.
If you ask Quint about himself, he'll offer you this quest. See section on
Gris in Weeping Stone Catacombs for info on how to complete it.
Weeping Stone Catacombs
=======================
In the area just to the south and east of where you enter, there are 2
ghouls to defeat. Then, go through the door to the NE there, ('To the
Shattered Crypt' on your map), and be prepared to be assaulted by a pack
of lesser vargouilles. In the NE of this room, in a pile of bones, lies an
extremely valuable weapon - the Punch Daggers of Moorin! (not to mention
500+ coppers in a crate nearby)
In the NW of this same area, there's an entrance to the Crypt of the
Embraced. There are some real tough ghouls in here, the toughest one worth
1200 XP. If you have the Special Ability 'Stories-Bones-Tell' (see Dead
Nations), you can talk to Gris in the coffin, and he'll tell you about his
stash near Ojo's place in the Buried Village. It's supposedly to "the right
of Ojo's kip as you face the front door", but I wasn't able to find anything
there... unless he means that pile of crates behind Ojo's place. There's a
lone crate set into the ground behind the pile that has a Tarnished Silver
Bracelet and a Silver Earring in it... but you could get those even before
speaking with Gris. Better though, if you've been to see Quint in the Buried
Village and he gave you Quest 4, you'll be able to find the Necklace of
Hollow Teeth. It's actually just to the south of Marta's shack, near the
window with the bent bars. When identified, it turns out to cure you if
you've been poisoned. I didn't plan on being poisoned anytime in the near
future, so I just took it right back to Quint and got the reward. Funny
though... he supposedly hands you a heavy bag of coins in return, yet
nothing appeared in my inventory or was added to my total of coppers.
A bug, I suspect.
In the NW part of the Catacombs, just before the entrance to the Dismembered
Crypt, there's a tomb that contains a 'Claw'. Once identified, this turns out
to be a Shamanic Rod. It invokes the spell "Magic Missiles". In the
Dismembered Crypt you find... surprise, surprise... a Severed Arm! When you
get a chance later on, take it to Fell's tattoo studio. Have Dak'kon
translate for you this time, and ask Fell about the tattoos on this Severed
Arm. If you press Dak'kon really hard on this topic, you'll learn about TNO's
4 previous travelling companions. Keep pressing until you get 750 XP, and
Dak'kon agrees to talk to you further about this subject only when outside
the earshot of Fell. So, go outside and ask Dak'kon about your travels. You
should then get the topic about the tattoos on the arm. You learn that one of
your previous companions was a blind archer by the name of Xachariah. If you
now travel to the 1st floor of the Mortuary (tell them you're there to visit
Deionarra to gain entry), you'll find zombie worker #331 all the way to the
east on this floor. It's none other than Xachariah! Grill him about
everything, and he'll eventually tell you about an object you left inside
him for later collection. Initial probing reveals only his liver, but a
subsequent probe finds his heart, which is worth a permanent +1 to DEX, and
+1 to AC vs. Missile Attacks.
The entrance to the Mosaic Crypt is in the NW part of the Catacombs. Careful
not to step on any of the grates set into the floor of the crypt, or you'll
be zapped by some powerful magic. The sarcophagus here contains an Enchanted
Hammer, plus 212 coppers.
In the middle of the Catacombs, there's a stairway infested by a pack of
cranium rats. At the bottom of the stairway, hidden in a container, is a
Smiling Bottle. This Bottle invokes the spell "Elysium's Tears".
Quests
------
1. Find the Decanter of Endless Water - 5000 XP.
Glyve, the face in stone, is located in the passageway leading to the Mosaic </pre><pre id="faqspan-2">
Crypt, on the west side of the Catacombs. He'll ask you to find this
Decanter, in the Drowned Nations, deep within the Catacombs. Once you've
returned the Decanter to Glyve, he'll tell you to seek out a woman named
Nemelle in a place called the Clerk's (or, Upper) Ward...
2. Kill vargouilles to prevent the corpse of Chad from becoming a vargouille
himself - 3750 XP plus location of Decanter of Endless Water.
Chad, or what's left of him, is lying just outside the entrance to the Dead
Nations, on the west side of the Catacombs. You need 'Stories-Bones-Tell' in
order to be able to speak to him (see Dead Nations). To fulfil his request,
head back down the passageway, turn left, then head north and kill the 3
vargouilles there. In return, he'll tell you the whereabouts of the Decanter.
Of course, you probably already have it at this stage in the proceedings.
Dead Nations
============
The entrance to the Dead Nations is on the west side of the Catacombs. Oops.
Looks like you're going to be here a while. Resistance is futile. Once you
submit to them, you're taken to Soego's room (so, you finally found him)! You
can rest there.
There are 3 ways you can leave the Dead Nations:
1. Kill yourself. You and your party wind up back at the entrance to the
Catacombs.
2. Perform quests for Hargrimm (see Quests 1 and 2 below).
3. Get an audience with the Silent King. See section on Stale Mary below.
Stale Mary is located in a room on the west side of the Dead Nations. From
her, you can gain the Special Ability called 'Stories-Bones-Tell' (3750 XP),
whereby you can speak to all manner of dead and undead, including zombies,
ghouls, and even the bones of the dead that are scattered throughout the
Catacombs. If your CHR is high enough (mine was 16), Mary will get you in to
see the Silent King (another 3750 XP)! Walk into the alcove to the north of
her, and a portal appears. I offered to take the place of the Silent King...
but this brought an end to the game (you sit in darkness and silence
forever?) Anyway, if you promise not to tell anyone the truth about the
Silent King, Hargrimm will agree to let you take your leave of the Dead
Nations, and you get 7500 XP for this.
There is a Puzzled Skeleton in the centre of the Dead Nations. He's been
posed a riddle that he can't solve by a Riddling Skeleton (whose location is
not fixed). If you have an INT of at least 16, you'll be able to trade
riddles with the Riddling Skeleton until you stump him, for 6250 XP. Any less
INT, and the Riddling Skeleton will best you before you get the answer to the
riddle out of him, but you still get some XP for solving a few riddles.
The Knifed Ghoul in the south end of the Dead Nations has Uhir's Knife (see
Buried Village, Quest 2). Just give him some Cranium Rat Tails in exchange
for the Knife (600 XP).
Quests
------
1. Seek out and slay any cranium rats in the Dead Nations - 3750 XP and
Quest 2.
Speak with Hargrimm, and ask him if there are any tasks you could perform
that would convince him of your loyalty, in order that you may be allowed to
leave this place. He'll ask you to kill any cranium rats you might encounter.
Indeed, there are some at the end of the hallway just to the south of the
chapel.
2. Give Hargrimm a reason to remove Soego from the Dead Nations - 5750 XP
plus permission to leave the Dead Nations.
You need to perform Quest 1 to get this quest. Then... there is a Doubtful
Skeleton hanging about just outside the room where Stale Mary is located, on
the west side of the Dead Nations. Speak to this skeleton, then return to
Soego and tell him there is a skeleton who is thinking about embracing the
True Death. Soego leaves his quarters to go speak to this skeleton, and it is
then that you are provided with the opportunity to secretly read Soego's
journal (2000 XP), which is hidden in his bed in the north part of his
quarters. Turns out he's a wererat, sent by the Many-as-One (cranium rats) to
spy on the Dead Nations! Talk to Hargrimm afterwards, and he goes to speak
with Soego... be sure to take Soego's Skull after the fact, it might come in
handy later. Then go talk to Hargrimm once more (3750 XP). If this quest was
your ticket out of the Dead Nations (i.e., you didn't see the Silent King),
Hargrimm agrees to petition the Silent King on your behalf, and you get an
additional 7500 XP.
3. Find the Nameless Zombie her name - 5000 XP.
You need to have the Special Ability 'Stories-Bones-Tell' (see Stale Mary)
before you can get this quest. Then, speak to the Nameless Zombie, near where
the Puzzled Skeleton is. She'll ask you to locate her tomb, in the Drowned
Nations... but you can convince her that this isn't necessary, and just make
up a name for her on the spot.
Drowned Nations
===============
One entrance to the Drowned Nations is in the SW part of the Dead Nations.
The other is in the SW end of the Warrens of Thought (though I never managed
to open this particular locked door).
In a room just to the east of the entrance to the Drowned Nations, there's a
trocopotaca standing over a body. The body has an Abyssal Pipe on it, which
invokes the powerful spell "Cloudkill". Just south of this room is another
room with some of the same beasties inside. There's a chest here with
371 coppers in it.
In a room on the east side of the Drowned Nations, down a set of stairs,
there's an alcove to the north that has the Decanter of Endless Water lying
inside. Be prepared to fight for it! Return the Decanter to Glyve to complete
Weeping Stone Catacombs Quest 1.
In the south part of the Drowned Nations, there's a chest containing 3 Charms
of Infinite Recall. Much more useful than the "Identify" spell when you have
multiple items to identify.
In the far SE part of the Dead Nations, on a body, is the Bronze Sphere for
which Pharod sent you into the Catacombs! Also here is a Sealed Passageway,
that leads to... a tomb. You must enter alone, so make sure you have plenty
of room in your inventory first, as there are a few worthwhile items inside.
Tomb
Head into the room to the south, avoiding the large symbol set into the floor
(note that if you step into the centre of the large symbol, you get zapped.
Hmm). You get teleported to a room to the west. Get Tomb Key1 from the
sarcophagus, and be sure to pick up the Abyssal Pipe from the body just south
of there. Notice that if you try to exit this room, you just get teleported
right back into it. So, stand in the centre of the symbol (killing yourself),
and you wind up back at the entrance! This time, when you head south, you
wind up in a room to the east. Get Tomb Key2 from the sarcophagus there,
stand in the centre of the symbol... and this time when you walk south you
wind up in the room to the south. Pick up Tomb Key3 from the sarcophagus
there, and kill yourself once again. Finally, with this key, the next time
you attempt to venture into the room at the centre... you get to stay there.
Now examine all the wall panels, pushing in each one in turn. By the way,
this is your journal, so you've just completed The Mortuary, Quest 2! TNO was
relying on the fact that he could kill himself repeatedly in order to move
from room to room - a feat no one else could possibly accomplish - to protect
his journal from the rest of the multiverse. Once you've pushed in all 8 wall
panels, you can open the sarcophagus in the centre of the room, revealing...
Tomb Key4. Now head south again one more time. You wind up in a small room in
the SE part of the tomb. The sarcophagus here contains: Knot Charm, Charm of
Infinite Recall, Scroll of Ax of Torment, Tear of Salieru-Dei (an artefact
that grants permanent +1 to CON, but only if your alignment is Lawful Good,
which it's probably not :-), and an Enchanted Battle Axe. A portal here opens
up, allowing you to exit the tomb and rejoin your companions.
The Warrens of Thought
======================
The entrance to the Warrens of Thought is on the east side of the Weeping
Stone Catacombs, guarded by 2 wererats. Careful, these creatures will only
succumb to magical weapons or spells.
Once inside, things will run a little differently depending on if you've
visited the Dead Nations or not. If you have, you can bluff your way past
Mantuok and get an audience with Many-as-One (2000 XP). If you haven't, then
you'll probably get teleported to a room where you are held prisoner. No fear
though, the room is loaded with useful weapons (Baatezu Mace for you Club
fans), and you can talk the guard into letting you out. But then you have to
fight your way through to the room where Many-as-One hang(s?) out. Just keep
heading north and east.
Once you've spoken to Many-as-One (you get Quest 1 below), you no longer have
to fight the wererats, and are free to explore the Warrens of Thought at your
leisure. In the room furthest north, in a barrel in the (dark!) NW corner,
there's a bottle of Murk, which allows you to cast "Blacksphere". In a room
to the south, near where you get locked up, there's a Scroll of Ball
Lightning sitting on a shelf.
In the far SW of the Warrens of Thought is the door that leads to the Drowned
Nations, but I never managed to find out how to open it. I couldn't find a
key, and couldn't bash it open even with STR 20 :-(
Quests
------
1. Discover the weaknesses of the Silent King for Many-as-One - 9500 XP.
You get this quest when you first speak to Many-as-One. If you subsequently
tell Many-as-One the truth about the Silent King, you'll get 7500 XP, plus
2000 more XP when Many-as-One helps you to recall some memories; however,
once you do this, you have outlived the extent of your usefulness, are no
longer welcome in the Warrens of Thought, and will have to fight your way
back out.
Tenement of Thugs
=================
Once Annah has joined your party, you can enter the Tenement of Thugs,
because she tells you the trick for getting by the supposedly 'painted on'
door. The Tenement is in the SE region of the Hive, being the large
building to the north of the Smoldering Corpse bar.
Interlude: Pharod's Vault
Once you enter the Tenement of Thugs, you'll witness a cut scene where Pharod
is beset upon by a horde of... shadows. OK, the poor blighter's dead now, so
you can go pilfer his hidden stash. Though strictly speaking, Pharod's Vault
is not within the confines of the Tenement of Thugs, I've chosen to document
it here as it's as good a place as any. Anyway, as you surmised, his Crutch
is the portal key. Take it (and the Bronze Sphere of course, you can sense
it's important somehow!) and when you approach the archway to the NW of his
'throne', sure enough a portal appears. Now, you have to search all the
bookshelves on all the levels of his stash meticulously, and this is a list
of the important stuff you should find there: Scroll of Magic Missile, Scroll
of Chromatic Orb, Blood Fly Charm, Scroll of Swarm Curse, Blood Charm,
Stinger Earring (+2 to AC!), Angle-less Eye (+1 to AC for missile attacks?
Hmm). By the way, Pharod's Crutch is a useful enchanted Club weapon, so you
might want to keep it if you're so inclined.
Meanwhile... back at the Tenement...
If TNO dies here, you wind up in a room with a locked door. Just have Annah
use her Thief skills to open it.
Quests
------
1. Find key and sneak out of Tenement - 1000 XP plus Adder's Tear.
Speak to Sybil, the woman standing just outside the large room filled with
crazed thugs on the ground floor. She'll tell you about a key you'll need to
open the door to the alley, and that it's supposedly hidden on one of the
thugs somewhere upstairs. She'll also allude to the fact that you can sneak
past the thugs if you enter the room via another door to the SE of here.
Anyway, all the way up on the 3rd floor, there's a mage at the end of a long
corridor. Open the door to this corridor, wait for the 3 thugs to come out of
the corridor, then kill them. The mage won't have seen you yet. Then have
Annah sneak in the shadows, get behind him, and backstab him. One less crazed
mage, and he has the Tenement key on him! The room next to where the mage was
standing has a cart with 4 Clot Charms and 170+ coppers in it. Once you have
the key, give it to Annah, then head back to the ground floor, and find the
door on the east side of the room with all the thugs in it. Have Annah
stealth her way through the entire room, being careful to keep in the shadows
(if you have some Dirty Rat Charms, these boost Stealth skill by 10%). The
door to the alley is all the way at the south end of the room. Once she makes
it through the door, you're all out, and Sybil meets up with you in the
alley. By the way, you don't have to stealth your through the room in order
to get out - you can simply make a mad dash for it or fight all the way to
the door - but using stealth for a change is a lot more fun!
Alley of Lingering Sighs
========================
The only way to get here is through the Tenement of Thugs.
Enter the Small Dwelling to the south of the Tenement, and recover the Hammer
from the dead Dabus there. Also, make sure you determined how the dabus died,
either by using Stories-Bones-Tell, or by simply examining the corpse. Then,
head east, through the large gate, and down the stairs. Speak to the...
entity there, and you'll get Quest 1.
Quests
------
1. Get rid of dabus in the Alley of Lingering Sighs - 11500 XP and Quest 2.
You can kill the dabus that's hammering away in the Alley, but it's bad for
your karma, among other things (like, it pisses off the Lady of Pain, and you
don't want to do that... again). A better way is to tell him about his fallen
colleague in the Small Dwelling. He'll go to investigate, and shut himself
inside.
2. Undo repairs the dabus made to the Alley - 16250 XP and passage to the
Lower Ward.
I sure hope that you're still carrying that Iron Prybar around with you. If
not, it's going to mean heading back into the Tenement of Thugs (there's one
in a cart on the ground floor, right at the bottom of the stairs that lead to
the 2nd floor). Anyway, there are 2 spots on the wall in the Alley that
exhibit a question mark when you place your cursor over them. One is to the
NW of the gate at the top of the stairs, the other is just to the west of the
Small Dwelling. Make sure you have your Hammer and Iron Prybar in inventory,
then examine each of these spots, and make the necessary adjustments.
Lower Ward
==========
The only way to get here is through the Alley of Lingering Sighs. However,
once here, you can head back into the Alley of Lingering Sighs, then use the
World Map to get back to any place in the Hive.
As soon as you enter the Lower Ward for the first time, Morte is kidnapped by
2 wererats. Sigh. I suppose you'll have to go looking for the poor bugger
now... OK, I guess I have to tell you where Morte is, since this is a Guide.
Well, you see that place on the very south of the Lower Ward map marked
'A Wrecked House'? Yup. Go in there, and when you take the stairs down, you
find Morte sitting on a shelf amongst a load of his friends. Then, the mage
Lothar appears, and wants you to find a skull to replace Morte with (see
Quest 2). He thinks you might find such a skull in a tomb in the Drowned
Nations. If you get the dialogue choice to say you've been there and it's
empty, you'll get 30000 XP for this!
Korur, standing just to the SW of the entrance to the Ward, will train you in
weapons.
Lenny, standing just to the south of the siege tower, will train you as a
Thief.
Giltspur is standing amongst a crowd of punters just outside the market.
He'll give you Quest 4 if you ask him about work. Also, he's got a Stinger
Earring on him. Quite expensive, but also quite easy for the likes of Annah
to nick! It's +2 to AC, so not a bad thing to have.
Speak to Xanthia, the snotty woman in blue standing just to the east of
Sebastion the Mage. She'll reveal that just to settle a small grudge whereby
a thokola spilt some drink on her dress, she's set him up to kill an abishai,
though she knows it isn't possible without magic weapons. Talk to Thorp, the
head of the 3 thokola who are standing there to the SE of Xanthia. You get
6000 XP for warning them, they give you 600 coppers in return for the favour,
plus you get another 2000 XP when you return to Xanthia and tell her what's
transpired. She's pissed off at you, but no great loss.
In the indoor market next to where Giltspur is standing, there are
3 merchants with lots of useful items for sale (Note: a Thief will be able
to steal most of these. Can't resell them in that case, but if they're
useful to you, who cares?) Most notable of these is a Displacer Ring, sold
by Aalek, that adds +2 to AC.
The Pawn Shop in the SW holds little of interest... except for the Shards of
Fate, a curious Fist weapon. If you can get Miccah and Brokah (the husband
and wife who own the place) to argue, which isn't difficult, Morte learns
some new taunts.
Near the entrance to the Great Foundry, there is a woman named An'azi, a
githzerai, one of Dak'kon's people. She is suffering greatly, and begs to be
put out of her misery. You can ask Dak'kon to do this, but you only get
10 XP. Therefore, I suspect it's one of those accursed alignment tests... but
I'm not sure in which direction it takes you - Lawful or Chaotic, Good or
Bad? :-(
Quests
------
1. Kill Grosuk the abishai for Sebastion - 4000 XP and permanent +2 to CHR
(Sebastion fixes up your scars)!
Sebastion is the mage standing on the drawbridge just to the east of the
entrance to the Lower Ward. He'll train you to be a Mage, but you'll have to
complete this quest for him first. Sebastion tells you there's a contract he
can't fulfil, and wants you to kill the party (Grosuk) he made the contract
with. Grosuk the abishai is indeed standing just to the east of the siege
tower. Speaking to him reveals that Sebastion promised to tell him how to get
into the siege tower. Now, you can play this 2 ways:
a) Kill Grosuk (8000 XP)! You also get a reward from Sebastion, but this
solution doesn't do wonders for your 'lawful good' reputation, if you happen
to be leaning that way.
b) Tell Grosuk that Sebastion can't fulfil his end of the contract. Grosuk
promptly stomps over to Sebastion, polishes him off, and all you get out of
it is a Heart Charm.
I thought that an extremly extremely clever thing to do would be to get into
the siege tower prior to speaking with Grosuk, and then I'd be able to tell
him how to get in, thus circumventing Sebastion. Tried this and... no dice.
The moral dilemma concerning the 2 choices above is central to the quest's
theme.
2. Find a skull of great value - 15000 XP plus Morte gains the Special
Ability 'Skull Mob', and Quest 3.
If you've got Soego's skull with you (see Dead Nations), then you're all set.
Another option is the skull of Mantuok, the nasty wererat you (possibly) met
in the Warrens of Thought. He's to be found through the trapdoor under the
divan in Lothar's room, near a bridge with some of his buddies. You can kill
him in battle, or you can just give him a piece of Poisoned Cheese that you
buy from Giltspur. When Mantuok asks what you're doing down there, tell him
you're on a mission for Lothar. Then, when he challenges your intentions
further, you should get a dialogue option to offer him the cheese. You get
5000 XP if you manage to off Mantuok with this ingenious
'have-a-piece-of-poisoned-cheese-won't-you' technique! In any event,
Mantuok's carrying around the Grimoire of Pestilential Thought - a neat
thing to have if you're a Mage leaning toward the dark side... so it's worth
either wasting him or picking his pocket for it. Once it's in your
possession, this book will talk to you! If you spill a drop of blood on it
for openers, you'll learn the spell 'Blindness'. The next time you talk to
it, you'll get Quest 11.
3. Find the night hag Ravel Puzzlewell.
This is another one of those quests that might take a while...
4. Take a handbill to Scofflaw Penn at the Print Shop to be printed -
6000 XP and Quest 5.
Penn's Print Shop is located in the NE of the Lower Ward. After you deliver
the handbill, if you mention the note you found in the Mortuary, you can then
ask Penn if you can join his group... but he won't entertain you - not yet,
anyway. Just be sure that you don't piss him off so much that he locks you
out of his shop, because you might require his services later on!
5. Take a message to Keldor of Durian at the foundry - 6000 XP, entry to the
Great Foundry, and Quest 10.
Giltspur gives you this quest after you deliver the handbill and report back
to him. This is your ticket into the Great Foundry! It's in the northern part
of the Lower Ward. Just talk to one of the guards behind the gate there, and
he'll let you in once you have the message from Giltspur on you. Keldor is to
be found through the door to the NE marked 'To the Godsman Hall', immediately
you enter the Foundry. Then, go up the steps and through the next door.
Keldor will give you Foundry Quest 1 (see section on The Great Foundry below).
6. Karina needs a friend - 4000 XP.
Karina is the woman in red garb standing in the middle of the indoor market.
Just getting this quest nets you 2000 XP, and then speaking to Corvus, the
guard by the entrance north of there, finishes the quest off for the
remainder of the XP.
7. Find Trist's loan documents - 15000 XP, 1000 coppers, and (possibly)
Quest 8.
Trist is one of the people standing on the platform in the north part of the
Lower Ward. Speak with her, and you learn that she's being sold into slavery
to recoup monies from a loan she supposedly didn't pay. Hmm. Further probing
reveals that the loan document was most probably stolen, so go talk to Byron
Pikit first. He's standing just outside the marketplace. You get 1000 XP for
delving a little deeper into the mystery, but you won't get too much further
with Pikit. So, go speak to Lenny next, who's standing just to the south of
the siege tower. If you pretend that Pikit sent you, Lenny spills the beans.
You get 2000 XP for this, plus another 4000 XP if Lenny tells you about the
'bonus' that's stored in the Warehouse along with the loan document (you
might need high CHR to get this option). So, head to the Warehouse in the
north of the Lower Ward next. In the Warehouse, speak to the floating head
there (Vault of the Ninth World). You should at least be able to secure
Trist's Loan Document, and also a Scroll of Evidence if Lenny confided in
you. While you're here, you might be able to secure a Bag of Coins, if you
can guess the amount that's in the Bag on the first attempt. Anyway, Take
the Loan Document to Declan, who's the auctioneer standing on the platform
with Trist. He'll agree to release Trist, and you get 4000 XP. Talk to Trist
afterwards, and she gives you 1000 coppers, plus you get 4000 more XP!
8. Get evidence that Byron Pikit is a criminal - 2000 XP.
If you secured the Scroll of Evidence from the Warehouse (see Quest 7), then
you can try showing it to one of the Harmonium Officers standing on the
auction block. For some reason, they won't even give you the time of day,
however... if you completed Quest 6, Corvus in the marketplace is now your
friend, and you can get Pikit arrested by giving the Scroll of Evidence to
Corvus.
9. Release Dimtree from his zombie condition - 8000 XP.
Talk to Hamrys in the Coffin Maker's Shop, SE corner of the Lower Ward.
Though he's a wealth of information, especially concerning the factions...
he's also an interminable bore. Then talk to Dimtree. Seems the poor chap was
put here by Sebastion to keep Hamrys occupied - in other words, to keep him
from inflicting his boredom upon the rest of Sigil. Anyway, Dimtree has had
enough and wants out. Go talk to Sebastion the Mage again. He looks through a
spell book, and says he can't help you directly; however, you can
surreptitiously read the required spell over his shoulder for 4000 XP. Then,
return and speak the words you learned to Dimtree, and the deed is done.
10. Take the handbill to Barkus at the Smoldering Corpse - 8000 XP and
200 coppers.
You get this quest when you return to Giltspur after completing Quest 5. Just
take the handbill to Barkus, and return to Giltspur. Easy money.
11. Sell a companion into slavery - Scroll of Adder's Kiss.
After you give the Grimoire a drop of your blood, this is the quest you get.
Hmm. The book tells you to seek out Vrischika in the Clerk's Ward (see
below). She'll buy a slave. This is not looking good...
12. Kill a companion for an additional power - Scroll of Power Word, Kill.
After you complete Quest 11, the Grimoire will give you this final quest. Of
course, being the Nameless One (now 'Dark One'?), you can probably resurrect
whoever you bump off about 30 seconds later... but it's just not the same
afterwards, is it? Hard going here. As you can imagine, this is negative
Karma all the way. After this, the Grimoire becomes silent.
The Great Foundry
=================
You get here from the Lower Ward, as a result of Quest 5 there (Note: you can
also gain entry to the Foundry via an item you obtain in the Clerk's Ward,
Quest 10... but that happens much later on. Don't peek ahead if you wish not
to spoil things too much).
If you speak to Saros in the Godsman Hall (see Quest 3 below), and ask him
about his sister, he'll tell you that she has a special talent. When you then
speak to Sarossa, who is usually standing in the circular room at the
entrance to the Godsman hall, only then will you get the dialogue choice to
ask her about this talent. If you can convince her that you believe in the
Godsmen philosophy (usually, you have to join the Godsmen to be able to
convince her), then she'll agree to 'change' you. You gain a permanent
+1 to WIS.
Nihl Xander is standing at the end of the passageway off the east side of the
Godsman Hall, leading up to Sandoz's room. He recognises you, from a stone
bust that someone had carved! If you agree to help him construct this
'Dreambuilder', you'll get Quests 5 and 6 below.
Quests
------
1. Forge an item - 8000 XP and a new weapon of your choosing.
When you mention to Keldor in the Foundry that you might like to join the
Godsmen, you get this quest, and also Quest 2. Head back out into the Foundry
proper, and seek out the woman who is walking around there, Alissa Tield.
Tell her you want to forge an item, and she'll tell you that you need:
protection from the flames, tongs, hammer, and a piece of iron ore. Go see
Nadilin in the clerk's office (room just to the east of where you entered the
Foundry). And he'll sell you the Leather Apron, Forge Hammer, and Tongs. He
mistakenly quotes 50 coppers as the price, when it's actually 40. You can
pick him up on this if you're a miserly bastard, or pay him the 50 for a
little push towards Lawful Good. Nadilin says you can only get iron ore from
someone named Thildon, so head back out into the forge and look for him.
Thildon reluctantly parts with a piece of ore. Now, find the one empty
smelting pot, and left-click on it (not exactly the intuitive way, I
thought). You can forge a Stiletto, a Sledgehammer, or an Axe. Not bad
weapons, actually. When you're done, report back to Keldor, and he'll give
you Quest 3.
2. Join the Godsmen - 8000 XP, access to Godsmen artefacts, and to the room
containing the 'secret' project.
You must complete Quests 1, 3, and 4. Then you get access to some very useful
weapons and scrolls. You'll be able to take on Quest 9 now, and also have
Sarossa 'change' you.
3. Solve the murder of Avildon the smith - 10000 XP and Quest 4.
Back to Alissa, and she'll fill you in a bit on this murder Keldor wants you
to solve. Now, you can finger any of the 3 suspects to complete the quest,
but I believe this is the 'right' way: Speak to Thildon, and he'll suggest
you interrogate Saros. Saros is Sandoz's son (Sarossa's brother). You can
find him skulking about in the hall where Keldor is. He presents you with an
awl that he says Thildon dropped on the night of the murder. Back to Thildon
then, and he insists that Saros stole the awl from him and planted it as
evidence. Saros... admits doing this, but still insists that Thildon is
guilty, and that he only did this to make sure that Thildon would get
convicted of the murder. Sigh. Thildon next fingers Saros and Bedai-Lihn
(remember, the 3rd suspect?) as Anarchists. Back to Saros again, and he still
insists that Thildon is the guilty one. Finally, when you return to Thildon
this time, you can threaten him with having to take an oath (along with
Saros) in front of Keldor to determine who's guilty. He finally backs down,
and you can either have him arrested, or allow him to flee, depending on your
Lawful/Chaotic tendencies.
4. Prevent Sandoz from killing himself - 12000 XP, and you may join the
Godsmen.
You must complete Quest 3 first, then Keldor will give you this final quest
to become a Godsman. Head to the east side of the Godsman Hall, through the
door, up the passageway and the stairs. You should be able to talk Sandoz out
of his suicide by speaking to him through the closed door to his room.
5. Help complete the Dreambuilder in the Great Foundry - Portents of things
to come...
You need to have the Dream Key, a result of completing Quest 8, in your
possession. Then go to that small door in the NW of the Foundry, the one
you've always been wondering what lies beyond, and dream.
6. Fetch a vial of skin and blood.
You need to venture into the Clerk's Ward to secure this item. See Clerk's
Ward, Quest 1. When you return with the vial from the Apothecary, you get
Quest 7.
7. Fetch a birdcage festooned with razorblades - Quest 8.
If there was ever a compelling reason to get into the siege tower, this is
it! Talk to Lazlo in the Marketplace. Ask him about this ward. He'll tell you
of some strange comings and goings, and it is from this that you deduce how
to get into the siege tower! Now go to the drawbridge to the east of the
siege tower, and a portal will open up. Go through it (only if you don't want
to, of course :-) Once inside the siege tower, speak to Coaxmetal the golem.
Interesting. Coaxmetal will provide you with some nice weapons, namely: Punch
Daggers of Shar, Brimstone Hammer, and Spiked Gauntlets of Ogre Power. You
can't steal these, so purchase wisely! Also, more importantly, he'll forge
the Blade of the Immortal for you... something that you can supposedly kill
yourself with, but only if used in the right place. Hmm. Oh, and don't forget
to ask him for the birdcage :-)
8. Bring a coffin pillow to Xander - 16000 XP and Dream Key.
Easy one. Go talk to Hamrys in the Coffin Maker's Shop again, and ask him
about a pillow. Then listen to his long dissertation about coffin making, and
feel free to threaten him with bodily harm once your patience is exhausted.
He sends you to the Warehouse. Just tell the Vault that you're here to claim
something, and you've got your Dream Pillow. In return for the pillow, Xander
gives you a key to get into the room where the Dreambuilder is housed.
9. Sabotage the Godsmen's machine for Bedai-Lihn - 8000 XP and Quest 10.
Bedai-Lihn is an Anarchist, but you need to have undertaken Quest 3 in order
to find this out. You also need to join the Godsmen, or you won't be able to
complete this quest. Once you're a Godsman, take the north stairway from the
circular room at the entrance to the Godsman Hall, and speak to Bedai-Lihn at
the end of the walkway overlooking the Godsman Hall. Tell her you're not
happy about being a Godsman any longer. She'll confide in you, and ask you to
destroy the weapon that's being built for the baatezu. Speak to Keldor again,
and ask him about the secret project. He'll give you a Godsman Token, which
grants you access to the room at the north end of the Foundry. If you talk to
one of the guards near the large doors, and show him the Token that Keldor
gave you, he'll let you inside. Talk to Kel'lera, the githzerai woman who is
heading the project (you'll get a lot more out of her if you have Dak'kon
with you). It appears that they've been contracted by the baatezu to build a
weapon that spews forth a great stream of fire. After you've got the skinny
on the weapon, ask her about... ahem... 'weak spots' (I can't believe you get
away with this). Then left-click on the rear of the machine where the
question mark appears when you put your cursor over it, and you'll be
allowed to sabotage it! Beware that in addition to blowing up the machine,
you've just blown any chances at being a Lawful Good type :-)
10. Kill Sandoz, the Godsman factotum - 8000 XP and Quest 11.
Just march upstairs and take out Sandoz and his 2 guards.
11. Smuggle Bedai-Lihn from the Foundry - 8000 XP, and Scofflaw Penn will now
talk to you.
You need to find her a complete set of smith's gear, and some rags. First, I
thought I could just give her my smithy stuff, and I had some rags hanging
about, but this doesn't work. There's also a Hammer, Tongs, and rags in a
crate at the north end of the secret room, but these are of no use either.
What you must do, in fact, is head back to Nadilin the clerk, and he'll sell
you a Godsman Disguise for 60 coppers! Once you've completed this quest, you
wind up outside the Warehouse. If you're still dead set on being an
Anarchist, you can now talk to Scofflaw Penn in the Print Shop. See Quest 12.
12. Join the Anarchists - 16000 XP and access to their stash at the
Warehouse.
When you speak with Penn this time, you get the dialogue option to repeat the
phrase that Bedai-Lihn gave you: "The city must burn." If you agree with
Penn's doctrines, he'll assign you a task to kill Qui-Sai in the Civic
Festhall. Qui-Sai is what appears to be a stone statue in a room in the north
part of the Civic Festhall, which is located in the NE part of the Upper Ward
(also known as the Clerk's Ward. To get to the Clerk's Ward, take the eastern
exit from the Lower Ward). Now, you're better off waiting a while before you
do anything rash here, because you'll be OK inside the Festhall after you kill
Qui-Sai (no one there seems to realise what you've done), but once you step
outside, every Harmonium Officer in the Clerk's Ward is going to be chasing
after your sorry ass - making it difficult to go about your business at a
leisurely pace. But then... you are an Anarchist, right? :-)
Talk to Penn afterwards, and he'll send you off to see Leena and Conall in
the Warehouse, which doubles as their safehouse. Frankly, their stuff at the
Warehouse isn't top notch (the most notable being Scroll of Cloudkill, and a
few earrings that double as spells). However, they do have cells of followers
scattered around the place, so maybe there are some with real weapons like
the other factions make available? (Note: indeed, Ebb Creakknees, located in
the Smoldering Corpse bar, is another Anarchist. However, I never tried
speaking to him when I was an Anarchist, so I don't know for certain whether
you can get any decent gear from him)
Clerk's Ward (a.k.a. Upper Ward)
================================
A lot to do here! You can start by seeking out the woman called Nemelle who
Glyve, in the Catacombs, told you would know the command word that activates
the Decanter of Endless Water. Sure enough, Nemelle is standing right there
at the outdoor bar in the SW part of the Ward. Not only will she give you the
command word for the Decanter, but you'll also get Quest 2 when you ask if
she's looking for someone. Anyway, now that you have the command word, you
can head back to the Smoldering Corpse bar and put out Ignus! He'll join your
party then :-)
Vrischika's Curiosity Shop, in the south part of this Ward, is a veritable
treasure-trove of useful (and not so useful) items. You'll need many of her
exotic items to complete quests. Of the non-exotic items, the best haul here
is the Hammer of Comminution. It'll set you back upwards of 12000 coppers,
so... it's best to have Annah steal it! Just have her use Dirty Rat Charms
until her Pick Pockets skill is at least 110%, then she should be able to
nick the Hammer within 10 attempts. Also worthy of buying or stealing: Teeth
of the Fire Drake (possibly the best weapon for Morte!), Heart of the
Fosterer (but you need to be of Chaotic alignment to use it), Tear of
Salieru-Dei (for Lawful Good types), and a Divine Censer, used to raise the
dead.
The Brothel of Slating [sic, should be 'Slaking'] Intellectual Lusts is
located in the centre of this ward. Talk to Fall-From-Grace, the succubus
madam, and if you agree to speak with all 10 of her girls, she'll agree to
join your party (see Quest 3 below). You can trade tales with Yves the
Tale-Chaser (located in room at 5 o'clock on the map) for 500 XP a go. If you
enter the room at the 12 o'clock position in the Brothel, and move your
cursor over the left-hand wall panel, a secret door is revealed. Downstairs
is an area that contains a sensory stone for each student of the Brothel
(and a tenth stone with the name scratched off). Speaking with the caretaker
reveals that the stones can only be accessed by the students, each one being
tuned to the girl whose name is carved on the base. I never figured out how
to access these stones. Grace didn't even have anything to say about them.
If you buy the 'metallic cube figurine' (Modron Cube) from Vrischika, then
seek out the Modrons in the central courtyard of the Brothel of Slaking
Intellectual Lusts, you'll learn how to manipulate the Cube in such a way as
to be transported directly to the Modron Maze (see section below).
You can buy a 'tattered rag doll' from Vrischika as well, that turns out to
be a Lady of Pain Rag Doll (by the way, if Fall-From-Grace has joined your
party, she's got a very high Lore skill and can identify quite a few items
without need of spell or scroll). Anyway, talk to the doll. Keep selecting
dialogue choices until you feel a tingling sensation and the doll... changes.
Then the next time you take any exit from the Clerk's Ward, the Lady of Pain
will appear and send you to the Player's Maze. If it's the first time you've
been there, see the 'Player's Maze' section above to learn how to extricate
yourself. If it's the second time, then you're a deader anyway :-)
Jolmi, the woman dressed in green just inside the entrance to the Civic
Festhall, will offer you 1000 coppers (2000 if your CHR is high enough) for
allowing her to kill you. Man, these Sensates are jaded :-)
Seek out Jumble Murdersense, a small stout man wandering around the Civic
Festhall. Get him to put a curse of hiccups on you. Then speak to Salabesh
the Onyx, self-proclaimed Master of Curses, who is holding court just
outside the Festhall. Shame him into giving you the phrase that puts a
counterspell on Jumble! You get 10000 XP for this, plus you can now get
Jumble to remove the Curse of Stench he put on Reekwind for another 1000 XP
(see the Hive - SW region, Quest 2 :-)
Qui-Sai is what at first appears to be a statue in the northern-most room of
the Civic Festhall. You can persuade him to train you in weapons, but you
need to refute his argument that he shouldn't train you first! See Quest 15
below.
In the Galleria, one of the exhibits is a stone statue. If you examine the
cracks in the statue, you'll note that a piece can be broken off... but you
need an ordinary hammer to accomplish this feat... which you probably
aren't bothering to carry around anymore. No worries. Just nick back to the
Great Foundry and buy another set of forge gear from the clerk. The
Forge-Hammer does the trick nicely, extracting a Mad Splinter from the statue
(4000 XP), which turns out to be one of the better Edged weapons in the game
(though it's fragile). Then, head on over to Vrischika's place again and
purchase the Gorgon Salve. When you apply it to the statue (another 4000 XP),
Morte learns some new taunts. The statue's curse has the side affect of
killing TNO, but that's hardly anything to worry about, is it?
On becoming a Sensate
Normally, you can't become a member of one faction if you're a already a
member of another, unless you renounce the first one. However, because there
are things you need to accomplish in the private sensorium of the Civic
Festhall - which is accessible only to Sensates - in order to complete the
game, the designers have thoughtfully provided a 'back door'. Go speak to
Aelwyn again after completing Quest 2, and she'll remind you that you were
once a Sensate in a previous incarnation! Armed with this knowledge, Splinter
will allow you to visit the private sensorium. You won't have access to all
the things a full-fledged Sensate is entitled to, but it does the job.
Once you've gained entry to the private sensorium by whatever means, seek out
Quell (Splinter tells you he knows something of Ravel Puzzlewell). While
you're there, make sure you experience 'Longing' from the stone in the room
to the north. Deionarra gives you the keywords necessary to retrieve a legacy
left with her father, the advocate. Also be sure to access the stone in the
south room, called 'The Messenger'. You meet Ravel, and she tells you that to
find her you need: a door, a key, and to unlock the key. The door is in a
"place of steel and forges". Must be the Great Foundry. Quell is obviously
the person in the Festhall who holds the key, but he won't help you until you
find... an exquisite chocolate for him! Head for Vrischika's once more, and
purchase the Chocolate Quasit. Quell then opens up a bit (8000 XP and you get
Quest 12), and reluctantly tells you that a piece of Ravel is the key to the
door you seek (you can also buy magical chocolates from Quell, the most
useful of which is a Stinky Chocolate that invokes 'Cloudkill' for only
350 coppers). You can't get a piece of Ravel herself, but how about one of
her offspring? See Quest 9. As for unlocking the key... see Quest 12.
You may also visit 'your' room now. It's at the far eastern side of the
Festhall. Just ask the nice lady clerk for the key... there are quite a few
spells and charms on the shelves, not to mention a Scroll of Fire and Ice
plus a mysterious Dodecahedron in a locked cupboard. You can fiddle with the
Dodecahedron until it opens up. It looks to be one of your well guarded
journals, and deciphering the language in it is the subject of Quest 10 below.
Actually, about the only extra thing you get by joining the Sensates is the
special ability of Sensory Touch. Fall-From-Grace (see Quest 3), being a
Sensate, also possesses this ability. A little experimentation reveals that
it works something like a Mage's spell - you can only use it once, then you
must rest before you can use it again. However, I never found it to be
particularly useful! When invoked, it seems to transfer up to about 10 HP
from the caster to the target. There are easier ways to move HP around.
UnderSigil
..is a big, bad place. It exists for only one purpose, and that is: to
gain XP! You get there by taking stairs downwards from either of the
entrances, at the north or the SW of the Ward. Before you go down there,
be sure to rest up and have plenty of healing aids at hand. Near the north
entrance, the main menace is Larval Worms. These will make mincemeat of your
party in no time. They're worth 8000 XP each though. If you want to max the
XP, it's best to kill each one individually, but you can wuss out and
slaughter a whole group at once with Cloudkill (you only get 8000 XP for the
whole group this way though). Near the SW entrance, you'll encounter mostly
Trelons, also quite nasty. These are easier to kill though, and Grace's Call
Lightning spell is especially effective. I thought there'd be loads of
treasure down there, but the only thing of any real value is a pair of
Manacles, that when identified are found to invoke Chain Lightning Storm.
Quests
------
1. Split Pestle and Kilnn - 6000 XP and 10 Clot Charms.
The Apothecary is the large building in the centre of the Clerk's Ward.
Speak to the dual personality Pestle-Kilnn behind the counter. If you're
here as a result of The Great Foundry Quest 5, you'll get the dialogue option
to ask for the vial that Nihl Xander sent you for. Additionally, you can
split Pestle-Kilnn by venturing into Vrischika's Curiosity Shop just south of
here and procuring the Elixer of Horrific Separation for a mere 200 coppers.
Afterwards, speak to Pestle and he'll create 10 Clot Charms from a drop of
your own blood.
2. Find Aelwyn for Nemelle - 8000 XP and permanent +3 to HP.
Aelwyn is to be found at the other outdoor bar, on the east side of this
ward. She asks you to return to Nemelle and tell her that she's here.
3. Speak to the ten students in the Brothel - 20000 XP and Grace will join
your party.Ask Fall-From-Grace if she would like to travel with you. After
much persuasion, she'll accept the offer, but only if you agree to speak to
her 10 students. Of course, this leads to not a few quests, beginning with
Quest 4 below. Once you've spoken to 9 of the students, you'll get a dialogue
option to ask the girls who the 10th student is. None of them can tell you.
Of course, when you then speak to Grace... you realise that the 10th student
is none other than yourself! (if your INT is not high enough, you'll get the
dialogue option to say that Luis the armoire is the 10th student)
Fall-From-Grace is the only NPC of the Priest class. Her Call Lightning spell
is deadly, and she's also the only one who can throw healing spells. Her Lore
skill is very high, so be sure to speak to her regarding anything you're
curious about on the Planes.
4. Spice up Juliette's love life - 20000 XP.
Juliette is the woman in green, whose room is located at the 8 o'clock
position in the brothel. I agreed to get some fake love letters from Scofflaw
Penn (Print Shop in Lower Ward) and deliver them to her lover Montague in the
Civic Festhall. He's the man dressed in red in one of the northern rooms of
the Festhall (if you've managed to piss off Penn and can't get into his Print
Shop anymore, you can get a Love Letter from the locked dresser in Yves' room
in the Brothel, located at 5 o'clock on the map). You get 5000 XP for
presenting Montague with the fake Love Letter, plus another 5000 XP when you
suggest he tries a spot of turnabout on Juliette. Return to Juliette for the
remainder of the XP.
5. Find and return Vivian's 'personal scent' - 25000 XP and permanent
+1 to CHR.
Vivian's chambers are at 11 o'clock in the Brothel, but she can often be
found just wandering around the place. It seems someone has absconded with
her scent. Hmm. But you need to be given Quest 6 as well before you can take
any action. When you eventually do present the Veil to her, she'll use her
skills to lessen TNO's formaldehyde stench, thus permanently improving
his/your Charisma!
6. Find and return Marissa's Crimson Veil - 25000 XP.
This quest is related to Quest 5. Marissa's Veil has also gone missing. Once
you've got both these quests in your journal, talk to Nenny Nine-Eyes
(usually in room at 9 o'clock on the map). As a side quest, you can rack up
5000 XP just for teaching Nenny how to be 'bad'. Anyway, Nenny will implicate
both Marissa and Kimasxi Adder-Tongue. Go speak to them both (Kimasxi's room
is at 4 o'clock, and she can teach Morte some new taunts). After you've
spoken to Marissa and Kimaxsi, speak to Nenny again one more time. Then
she'll tell you that she once saw a man sneaking around the place. He
disappeared, yet she never saw anyone leave the premises. Uh huh. Now it's
time to pay a visit to Luis the talking armoire(!), located in the room next
to Juliette's. Whether or not you've spoken to him before, you'll get a
dialogue choice to accuse him of the thefts based on what Nenny just told
you. You can then wangle the Veil off him. Marissa's Veil also holds Vivian's
personal scent, so complete Quest 5 before returning the Veil to Marissa.
7. Return to Dolora the 'keys to her heart' - 30000 XP.
Merriman is the rotund little guy who continuously wanders around the
central corridor of the Civic Festhall. He (literally!) holds the keys to
Dolora's heart. You can pickpocket him to get them, or take them by force...
but completing Quest 8 for him will net you a whole lot more XP, not to
mention satisfaction :-)
Once you've returned the Keys to Dolora, you can ask her about Ecco, the
silent prostitute, who's the subject of Quest 9.
8. Find a way to erase Merriman's memory - 12000 XP and Dolora's Keys.
Time to take in some culture. Pay a visit to the Art and Curio Galleria, next
to the Advocate's home. Have a look at the display directly in front of you
as you enter (Dark Birds of Ocanthus). Then, go speak to Yvana the caretaker
and query her about this exhibit (while you're at it, if you've already
spoken to Yves the Tale-Chaser in the Brothel, you can re-unite mother and
daughter for a karma boost). Anyway, looks like one of the Dark Bird ice
shards will be just the thing to make Merriman forget, only you need a way to
stop the shard from melting once you've removed it from the display. If you
spoke with the drunken mage at the outdoor bar, you'll have learned that his
magical mug could keep anything very cold... but you couldn't get the mug off
him. There are 2 ways to obtain this mug: either head over to Vrischika's
Curiosity Shop to buy one (it's the rune covered Ale-Stein), or talk to the
woman named Death-of-Desire, located in the room to the west of yours in the
Festhall. She can make you lose your desire for anything, and you can now
impart this information to the Drunken Mage at the bar who will give you his
Frosty Mug in return (as he doesn't need it any longer). Anyway, once you
have obtained this Mug by whatever means, take it back to the Galleria, and </pre><pre id="faqspan-3">
you can now capture one of the Dark Birds in it. Finally, present the Mug to
Merriman, and you walk away with Dolora's Keys safely in hand.
9. Help Ecco regain the ability to speak - 30000 XP... and an interesting
piece of info regarding Kesai-Serris!
You need to complete Quest 8 first (Dolora tells you how Ecco lost her
voice), before you can get this quest. Then, 'speak' with Ecco and agree to
help her. OK, it's off to Vrischika's once more. Get the Fiend's Tongue
(and the Deva's Tears. Just saved you another trip :-) Of course, the Fiend's
Tongue restores her speech, but at a terrible cost. However, the Deva's Tears
soon soothe the savage tongue. When you now ask Ecco about Ravel Puzzlewell,
she presents you with the astonishing revelation that Kesai-Serris, one of
the other students in the Brothel, is actually Ravel's daughter! When
confronted with this fact, Kesai vehemently denies it. Go speak to Juliette
then, who's a friend of Kesai's. She tells you that Kimasxi and Kesai are
half-sisters. Kimasxi then tells you to confront Kesai again, and have her
contact their father... in a spiritual sense. Kesai does this, and finally
comes to the realisation that she is Ravel's daughter. This information is
vital to your completing the quest to find Ravel... you might now want to
seek out Quell, in the Civic Festhall, but you need to become a Sensate in
order to do this (see section 'On becoming a Sensate' above).
10. Learn the language of the dodecahedron puzzle box - 22000 XP and you can
read the journal.
Once you have the Dodecahedron in your possession (see section 'On becoming
a Sensate' above), visit Finam the linguist's house in the south of the Ward.
You learn that his father was murdered (if Finam won't talk to you, you may
have to retrieve his lost book for him first. It's in the Brothel of Slaking
Intellectual Lusts, in the room where Luis the armoire is). Use
Storie-Bones-Tell on the urn, and you converse with Finam's dead father and
recall the language of the Uyo, which is also the language of the writing in
the Dodecahedron (if you don't have Stories-Bones-Tell in your bag of tricks,
you'll have to pursue the alternate route of finding Finam's book). You also
recall that it was you who murdered the poor sap, so that no one else could
learn this language. Seems that TNO is always apologising for one
transgression or another that he committed in a previous incarnation :-)
Reading the Dodecahedron also turns up the number of a legacy, '51-AA'. When
you claim this legacy from Iannis (8000 XP), who is astounded because the
legacy is so old, you receive: a Kaleidoscopic Eye, a Stone Gullet, and a
Godsman Receipt. Take the Godsman Receipt to the clerk in the Foundry, and...
one instant Unfolding Portal to Ravel's maze coming up (not to mention
40000 XP)! If you have the Handerchief with Kesai-Serris' blood on it (see
Quest 12), you can now travel to meet Ravel. Like the man says, be sure to
stock up on supplies first... see section on Ravel's Maze below.
11. Retrieve Malmaner's costume from Goncalves - 8000 XP and Quest 13.
Malmaner is standing outside the Tailor's Shop on the north side of the Ward.
Just go inside and talk to Goncalves the tailor. He'll sell you a Dustman
costume for 30 coppers, but warns you that a lot of folk are already going
to a party as Dustmen. When you return to Malmaner and tell him this, he'll
pay you back the 30 coppers and ask you to fetch a different costume.
12. Find the portal key to Ravel's maze - 40000 XP.
You must first establish that Kesai-Serris is Ravel's daughter (see Quest 9).
Then you have to speak to Quell, in the Civic Festhall private sensoriums
(see section 'On becoming a Sensate' above), and learn that the portal key to
Ravel's maze is a piece of Ravel. Kesai is the next best thing. Just obtain a
handkerchief from one of the rooms in the Brothel, and Kesai will... donate
some blood, thus 'unlocking' the key!
13. Obtain a second costume for Malmaner - 6000 XP.
You need to complete Quest 11 first. This time you fetch a Godsman costume
for the git. By the way, there are some fantastic garments to be gained for
both Annah and Grace by trading with Goncalves the tailor!
14. Obtain permission for Iannis to use Deionarra's sensory stone - 8000 XP.
Once you've accessed Deionarra's sensory stone in the Civic Festhall private
sensoriums (see section 'On becoming a Sensate' above), you can return to
Deionarra's father, Iannis the advocate, and claim your legacy, which is: a
letter from Deionarra, a Healing Scroll, and a ring. Then, you can promise to
obtain permission for Iannis to visit Deionarra's stone. Just go to Splinter
in the Festhall, and ask his permission.
15. Rebuke Qui-Sai's arguments for training as a thief rather than a
warrior - 250 XP and Quest 16.
Qui-Sai (or to be more accurate, your journal) suggests that you go looking
for the Thief trainer in the Festhall. If you question one of the
Thieves-in-Training in the Festhall's middle training room, you'll find out
that the trainer's name is Eli Havelock, and that he's wandering the streets
somewhere in this Ward. Sure enough, he's to be found standing just to the
east of the entrance to the Brothel. He'll provide you with the info
necessary to refute Qui-Sai's argument for training as a Thief. When you
return to Qui-Sai, he suggests you might want to be a Mage instead! See
Quest 16.
16. Rebuke Qui-Sai's arguments for training as a mage rather than a
warrior - 10000 XP and Qui-Sai will train you as a warrior.
Seek out Lady Thorncombe, the jaded resident Mage trainer, in the public
sensoriums. She provides you with the info you need to refute Qui'Sai's
second argument.
Modron Maze
===========
You get here by manipulating the Modron Cube. See Clerk's Ward above.
Just work your way through the Maze until you come to the room full of
Modrons. Talk to the only Modron there who will converse with you (the
engineer). If you offer to take over the operation of the Maze, you'll
get the opportunity to create a dungeon and choose the difficulty setting.
Set it to 'hard', and prepare for a real challenge! Each High Threat
Construct that you manage to kill nets you 4000 XP. Since you've got to kill
quite a few of them (20 - 30), I was able to pull Morte, Annah, and Dak'kon
up a level or more in the course of these battles. Keep fighting until you
get to the room where Nordom hangs out. He'll join your party for a whopping
36000 XP, and he's pretty handy in a fight. Those arrows and curious
attachments you've been picking up as you fought your way through the Maze
are usable only by Nordom. Note: at first, it doesn't seem that Nordom is
very handy in battle. Creatures close so fast on you in Torment that ranged
weapons seem of little use. But once you know how to employ him properly,
you'll find him to be indispensable! Here's how you do it: suppose a group of
Larval Worms, Trelons, or whatever are rushing at your party. All you do is
send the likes of Dak'kon, Annah, and any other Fighters up to meet them and
keep them occupied. Then select Nordom (with his default arrows so he doesn't
waste any of the good ones, please) and click on one of the creatures who are
busy fending off your Fighter. Nordom will just sit 10 feet back and fire
arrows into them at a ferocious rate. This technique really works, even on
the toughest of creatures! Nordom hardly ever takes a scratch, and deals
out tons of damage in return. By the way, save those Whistling Bolts of Doom
for the closing parts of the game. You'll need them :-)
To exit the Maze, all you have to do is find a Portal Lens on one of the dead
constructs. You can use it to return to anywhere you've previously visited in
the Hive or the Wards.
Ravel's Maze
============
You get here by completing Clerk's Ward Quests 10 and 12.
Ravel is to be found wandering around in the left-centre of her maze. You get
90000 XP just for finding her. Be nice to her, and don't let this rather long
conversation terminate prematurely, because there's a lot you can learn from
Ravel (and besides, the game will end prematurely if you exit the
conversation before you obtain Quest 1 below - worth 180000 XP just in the
obtaining)! During the course of your conversation (if you choose the correct
conversation path), Ravel will transform herself into the forms of Ei-Vene,
Mebbeth, and Marta. You gain various items/stat boosts for this. You can also
get a lock of her hair for another 90000 XP, though I never managed to find a
use for it. Unfortunately, no matter how much you flatter - or even... kiss
(ugh!) Ravel (for which you gain an interesting tattoo or so later on at
Fell's place :-), you're consigned to fighting her once the conversation
ends. You should kill Ravel no matter what (if only to pilfer her body for
all the goodies afterwards and for the 32000 XP it nets you), but you have
the choice of whether or not to stick around and try to beat up on all the
Shadows that materialise - or to run like hell!
To exit the maze, take the portal at the NE part of the maze. You emerge near
a portal at the SW. Ignore that one, and proceed around the western edge of
the maze until you see a portal to the NW. Take that one, and then the next
portal you arrive at takes you out of the maze.
Quests
------
1. Find the angel Ravel spoke of.
Ravel tells you of a Deva who holds the key to your fate. This is another one
that might take a while to figure out...
Curst
=====
Curst is comprised of two parts: Outer (where you arrive from Ravel's Maze),
and Inner.
On the east side of Outer Curst, there are two Harmonium guards trying to
beat some info out of a poor citizen. I beat up the guards, but the poor sod
I was trying to help just ran away and I never got to speak to him. Hidden in
a pile of hay behind where they were standing is a Displacer Ring, +2 to AC!
Quests
------
1. Assemble the Key.
This is a single quest comprised of 5 sub-quests. To start things rolling,
talk to Tainted Barse, the proprietor of the Traitor's Gate tavern. His
daughter has been kidnapped by slavers. He sends you to see Marquez, the
Harmonium officer standing just SW of Barse.
2. Rescue Barse's Daughter - 65000 XP.
Marquez tells you that Barse's daughter is being held on the east side of
Inner Curst. To get there, take the exit in the far NW of Outer Curst. Sure
enough, Jasilya, Barse's daughter, is being held by 6 rogue Harmonium
officers there. Talk to Skatch, their leader. You have no option but to
fight them; however, choose your words carefully before the fight, or they'll
kill her. Make sure you speak to Jasilya afterwards. Just to the south of
where Jasilya was being held, there are some thugs standing around amidst a
bunch of crates. One of the locked crates contains: Dustman Embalming Charm
(Greater), Serpent Ring, Ring of the Traveler. Report back to Marquez to get
Quest 3. Marquez will now train you in weapons if you so desire.
3. Mediate the Family Dispute - 131250 XP.
Marquez sends you to see Kitla, who's standing over by the... hanging shark
thingy. Kitla wants you to settle a dispute over legacies between
Crumplepunch and Kester. Crumplepunch the smith's place is just to the west
of the Traitor's Gate tavern. Kester the distiller's place is located in
Inner Curst, just to the left as you pass through the gate. You can settle
this one of 3 ways, in decreasing order of desirability:
a) Settle the dispute. I talked to the smith first, and got his legacy. Then,
Kester attempts to double-cross his brother when you go speak to him next.
So, I simply told Kester that I had decided in favour of the smith. This
approach seems to produce the most satisfactory outcome, and you net a
whopping 131250 XP for it! Best to keep the smith on your side anyway, as he
has great weapons for sale: Assasin's Knuckles, "Foolsmiter", Blind Terror...
and for Nordom especially: Jagged Bolts, Zephyr Bolts, and the infamous Bolts
of Whistling Doom.
b) Talk them both into giving you their legacies, then hand the legacies over
to Kitla (most XP at 150000, but not really good for the karma).
c) Kill them and take the legacies. Only for the chaotic at heart.
When you return to Kitla, she sends you to Nabat for the next part of the
Key. See Quest 4. She'll also train you as a Mage. Oh, and she'll hand you a
Scroll of Abyssal Fury too :-)
4. Defend the Dump Caretaker - 43750 XP.
Nabat is standing near the wall, a bit to the south of Kitla. He wants you to
help out Kyse, the dump caretaker, because a gang of thugs are after his
stash of coins. The dump is just to the SW of the tavern. Kyse sends you to
talk with Wernet, who's located just through the gates of Inner Curst and a
bit to the SW. Wernet resents your butting in on his little scheme, and won't
even talk to you. When you return to Kyse to give him the news, a set piece
occurs whereby Wernet and his thugs show up and attack Kyse. Try not to let
the old sod get killed, will you? :-)
Once you've dispatched Werner and co., return to Nabat in the tavern. Nabat
will now train you as a Thief. He sends you to Dallan for the next part of
the Key. See Quest 5.
5. Deal with an Official Dispute - 287500 XP.
Dallan is standing in a room just to the SE of where Jasilya hangs out, on
the east side of the tavern. He asks you to settle a dispute between two
politicians. The gith called An'izius you need to see first is located near
the gate to Carceri, which is in the far NW of Inner Curst. He wants you to
frame his opponent, Siabha, by telling the Captain of the Guards that Siabha
tried to hire you to kill him. Hmm. Go speak to Siabha next. She's standing
in front of a building to the east of there. She will pay you double whatever
An'izius is paying! Finally, go see the Guard Captain, who's standing just
north of the gate back to Outer Curst. Just tell him that both An'izius and
Siabha are corrupt, for 200000 XP. You get the rest of the XP when you report
back to Dallan, who finds this a satisfactory outcome. He sends you to Dona
Quisho for the final part of the Key. See Quest 6.
6. Free Dona Quisho's fiend - 191250 XP.
Hey, you get weird requests in fantasy RPG's all the time... but this one
takes the biscuit. Dona Quisho is the plump woman standing near Kitla. She
wants you to free a fiend that is being held in the grain silo. Right.
Anyway, the grain silo is just to the north of the tavern. Once inside, head
up the ladder, walk towards the pentagram (you get 60000 XP for this), and
examine the scroll that Dona gave you when the dialogue choice appears. You
summons Agril-Shanak. Have a chat with the fiend, and then you can decide
whether or not to release him. I suspect choosing not to release Agril-Shanak
keeps you more on the Lawful Good side of things. Anyway, no matter which way
you choose, you get the same XP (131250) and 1500 coppers upon returning to
Dona Quisho... and the final part of the Key! As Dona suggests, talk to Barse
again. Now... before you have Barse send you on your way, you need to be
aware of two things:
a) Barse is going to send you to the same place (Curst Underground) you can
get to by taking the steps downwards in the middle of Kyse's dump! So, all
that rigamarole over getting the Key was for XP alone :-)
b) Once you go down there, you can't get back up, so make sure you've done
everything you want to do in Curst, and that you have also stocked up on
provisions and rested. Barse pays pretty good prices for things (there's a
Gold Ingot in a locked crate in the Warehouse, Inner Curst, that Barse will
fork out 4000 coppers for!), and you can buy an unlimited amount of Blood
Charms and Clot Charms from him.
Curst Underground
=================
You arrive here from Curst either via the steps downwards in Kyse's dump, or
through Barse's secret passage.
To the NE, there is a room full of Lemures and a room full of Nupperibos. You
can kill them, but you don't get much XP... don't really know why they're
there. Also to the NE is another new type of creature, a cornugon named
Tek'elach. He'll tell you that it's possible for Curst to slide into Carceri,
and that it's also possible to save it after this happens. Hmm.
In the NW corner, there is a hermit who will let you rest there. You'll be
coming back here a lot. From the hermit's place, head SW for your next
challenge.
Quests
------
1. Kill the gehreleth for Voorsha - negative Lawful Good points? Do you care?
Vorsha is a bootlegger hanging about in the south of Curst Underground.
Careful, there are a lot of booby traps in his lair. He'll ask you to kill a
gehreleth (to the NW of here). The gehreleth is going to eat you anyway, so
what the hell? Again, having dealings with a bootlegger ain't going to do
wonders for your Lawful Good rep... but I had given up at this stage. I've
had Annah steal well over 20 valuable items for starters :-)
Anyway, once you've killed the gehreleth and returned to Voorsha, it turns
out that Voorsha never intended to carry out his part of the bargain (to
split his bootlegging profits with you), because he didn't think you'd be
able to kill the gehreleth. He attacks you, but goes down real easy. There's
a lot of pretty good stuff in a crate and a cart... but you can take that
even when Voorsha is still alive.
Prison
======
You arrive here from Curst Underground. Just take the exit SW of the hermit.
Mostly Curst Guards to work your way through here. Try to tempt one or two at
a time to break away from the pack, rather than taking on a half dozen or so
at once.
Quests
------
1. Free the deva - 393750 XP and a new party member!
Trias, the deva who Ravel told you to seek out, is being held in a room in
the south part of the Prison. He needs you to find his sword, and whispers
the combination of the room where it's locked up into your ear. This room is
in the SW part of the Prison, and is heavily guarded (of course). Just before
the entrance to this guarded area, amongst a bunch of barrels over to the
west, is a barrel containing: 500 coppers, Adder's Tear, and a Scroll of
Greater Embalming. Once inside the locked outer door (using the phrase Trias
gave you), start to work your way down the outer circular corridor. Be sure
to get the Finger Bone Key off one of the guards you kill.
In the third (innermost) circular corridor, you'll meet Siabha and An'izius
again, if you did the right thing in Curst and got them both locked up that
is. Of course, neither of them will speak to you. Also in this corridor,
you'll find a Reminder Note on one of the guards you've killed. It alludes
to there being a trigger plate somewhere in here that opens up the last door
to the "inner sanctum". Sure enough, when you step into one of the circular
patterns on the floor about halfway up the corridor... you get 87500 XP. It's
also trapped, so you're gonna lose some HP doing this. Funny, but I was able
to open the innermost door without stepping on this plate first. Hmm. Perhaps
during the scuffle in the corridor, someone else had already stepped on it?
Anyway, once you get to the inner sanctum, there are no more guards. Just a
fat bloke named Cassius. Only he's a lot meaner than he looks. You get a
choice of defeating him using either: strength, wits, or speed. Obviously,
you'll choose accordingly depending on whether you're a Fighter, Mage, or
Thief. Once you've defeated Cassius, you get a really impressive weapon:
"Celestial Fire". If you're of Lawful Good alignment, you can at least use
it to fight your way back out of the Prison, but then you have to hand it
straight back to Trias in order to complete this quest :-(
Once you return to Trias, and agree to break his chains, he is free and you
lose "Celestial Fire". However, you do get some things as compensation. Trias
tells you of the next person to seek - Fhjull Forked-Tongue - and that this
person is bound by Trias to help you. Also, Trias gives you one of the links
from his broken chains (though it doesn't actually appear in your inventory),
which activates a portal near that locked door in the NE corner of the
Prison, and it's your ticket out of this miserable place... but not so fast!
The first time I played, I just activated the portal and stepped through
immediately. I thereby missed one of the better PC's in the game - Vhailor.
He's standing there beyond the portal in the next room, and you can get
him to join your party. Just walk right past the portal, try to engage him
in conversation, and examine his Helm. Vhailor is a spectral entity, the
spirit of an ex-MercyKiller. Very strong and very tough. Once you're finished
here, step through the portal and you wind up in...
The Outlands
============
You arrive here from the Curst Underground Prison, through the portal that
Trias told you about. Fight your way south through some creatures you haven't
seen yet, and you come upon an extremely large skeleton (by the way, I
noticed at this point that Nordom can detect portals, even when they're not
open yet! Very useful indeed). There's a doorway in the skull. Speak with
Fhjull Forked-Tongue, and ask him about your immortality. He'll tell you of
a place called the Fortress or Regrets. He doesn't know how to get there, but
he suspects the Pillar of Skulls, located in Baator, might be able to help
you in this regard (350000 XP for learning all this)!
The portal to Baator is located in the large creature's hand (another
100000 XP). Meanwhile, you can rest here, and since Fhjull is bound by Trias
to help you in every way... you can also get tons of supplies off him for
free. Man, does he hate parting with the stuff :-)
Though you'll have to wait a while before they can be employed, perhaps the
most useful of Fhjull's items are brain parasites called 'kassegs'. When
used, they boost your INT by 3 points for a few hours. Very handy for
Mages in the very latter stages of the game... anyway, when you're all
stocked up and rested, go back outside and step through the portal near the
creature's left hand...
Quests
------
1. Return to Curst and speak to Trias - 375000 XP.
You get this quest when you return to the Outlands from Baator (see end of
Baator section below). Fhjull tells you about another portal located at the
arse end of the skeleton that takes you back to Curst...
Baator
======
You arrive here from the Outlands, via the portal near the immense skeleton's
hand.
Just work your way to the SE, past a cornugon and several green abishai
(8000 XP apiece). There's an exit in the SE that leads to the Pillar of
Skulls. Best leave Morte behind while you talk to the Pillar. He doesn't need
to be with you and it complicates things. Alright then. You only need to ask
the Pillar about two things: how to find the Fortress of Regrets, and how to
get out of this place. Before the Pillar will answer each question, it
demands something in return. Keep asking for alternatives until you find
something you are comfortable parting with :-)
The Pillar knows the key to the portal leading to the Fortress of Regrets (to
feel regret, of course!), but it does not know the whereabouts of the portal.
It turns out that Trias does know about the portal (a previous incarnation of
yours told him), so he has betrayed you by not telling you earlier when you
freed him. The Pillar tells you that the exit from Baator is located in the
far SW. You have to find a piece of obsidian and eat it... then a portal
opens up which takes you back to the Outlands.
Curst Gone
==========
You arrive here from the Outlands by taking the portal near the large
skeleton's arse end. Curst is indeed gone. Talk to the Gate Heads (there is
a portal there). It appears as if Trias is responsible for causing Curst to
slide into Carceri. There are a few locked containers to the east here.
You'll find a Corpse Fly Charm and a Cockroach Charm in them. Not much else
here... except the biggest, baddest sucker you're going to meet in the whole
game! Over to the west is the fiend from Moridor's box (that is, if you
didn't release him the first time, when he was a more benign fiend). You
need weapons that are at least Enchanted +2 to inflict any reasonable damage
on him (Siphon Knuckles are good here). I lost 2 party members before I
managed to defeat him, but this is worth 500000 XP! You also get what is
arguably the most valuable artefact in the game off his body: the Aegis
of Torment. After that, nothing to do now but head through the portal to...
Carceri
=======
Trias has this place in pandemonium! Immediately you enter, speak to Kyse the
dump caretaker, who's standing just to the west of the two men near the cart.
He'll explain that in order to defeat Trias, you'll first have to perform
some good deeds to redress the imbalance towards chaos that Trias has
created. He also hands you a scroll containing an awesome spell: Scroll of
Meteor Storm Bombardment.
Now, you have to act quickly before the place becomes overrun with gehreleths
and trelons. Worse yet, if you go into the Distillery or the Barracks to
rest, the buggers re-spawn and you can never wipe the whole lot of them out.
So, you should try to do all the following in one go, before things get out
of hand!
Right. Good deeds it is then. First order of business is to sort out the two
men near the cart. Speak to Tovus, who's trapped there, and offer to pull him
out. As you begin to lift the cart, you discover that Berrog is also trapped
under the cart, and that if you lift the cart any further, you'll crush him
while trying to free Tovus (and vice-versa). The trick is to get your party
members to help you, thereby freeing both of them. Tovus gives you a Scroll
of Deathbolt for helping him.
Next, head over to the west and up the wooden steps to sort out two
gehreleths that are attacking the townspeople there (225000 XP)! Then, head
back down the steps, go around this structure to the north, then up another
set of wooden steps in the SW that lead to an execution platform. Talk the
judge out of executing the merchant for another 225000 XP. That's 3 good
deeds already!
Over to yet another set of wooden steps to the NE this time. At the base of
these steps, Jasilya is being molested by some thugs. Save her yet again for
75000 XP and yet another good deed done. At the top of these steps, talk
Jujog and his gang out of looting the warehouse for 150000 XP. Then, enter
the warehouse. You find Ebb Creakknees there, holed up with a bunch of
Anarchists. You can convince him (I had CHR of 19, lower might work just as
well) to join the good cause instead of sticking with anarchy. If you
succeed, he gives you a Scroll of Desert Hell, then runs off to join the
fight. That makes 6 good deeds so far. But don't leave the warehouse just
yet! There are a few useful scrolls and a Magus Shield in some of the crates
there. Also, there's a really powerful artefact (Ancient Scroll) located to
the left of the entrance, in a pile of boards. It's a really small spot, so
you have to look very carefully to find it. Anyway, this Ancient Scroll is
only usable by TNO, and only if TNO is a high level Mage (level 12 seemed to
do the trick). It turns out to be a Wish Scroll, and you can use it once to
wish for any one of the following:
a) Arcane Knowledge. This choice conjures up the following spells: Power
Word (Kill), Stygian Ice Storm, and Meteor Storm Bombardment
b) An Increase in Abilities (+2 to one of your stats)
c) An Item of Power. Produces the Ring of Thex, which adds dramatically to your
HP, AC, and adds 2 to all saving throws
d) You can heal your entire party (not particularly useful, as you're
probably swimming in healing aids by this time)
e) 10,000 CP in wealth
Leave the warehouse and head for the NW, where the Administration Building is
(Trias is on the balcony there). One more good deed to perform. A Curst
Official is beset upon by an angry mob of citizens just south of the
Administration building. Only one of the mob will talk to you, the 'Angry
Curst Citizen'. Talk him out of bothering the Curst Official, and he'll tell
the mob to back off (150000 XP). And that should be enough good deeds done,
thank you very much. Finally, talk to the Hermit just outside the
Administration Building. He'll let you know whether you've done enough deeds
to sufficiently counter Trias' chaos. Even if you haven't, you can still head
inside and battle with Trias - it's just that the less deeds you've done, the
stronger he is, and thus tougher to defeat. But you've a ways to go before
you meet Trias in any case... on the 1st floor, nothing but Sohmeins and
looters. Easy. Be sure to to check out the shelves on either side of the
stairs for useful charms. On the 2nd floor, it's Curst Guards and gehreleths.
Some really nice stuff (3000 coppers and some charms!) in two trapped and
locked cabinets in a small room to the east of the stairs. Annah needs pretty
high Detect Traps and Open Doors skills to get at them though, but her Thief
stats should be beefed up enough by this time (or, maybe TNO's the Thief to
be reckoned with, depending what role you're playing :-)
The stairway leading up to the 3rd floor is at the end of the narrow corridor
that runs along the east side of this floor. On the 3rd floor, be sure to use
your Thief skills again to open the locked desk on the west side of the large
room. Annah's best weapon/indispensable thing for a Thief to have is in
there: Mark of the Savant! There's also a formidable axe ("Edge of Oblivion",
usable by Vhailor) in there too, and a fearsome Vrock Club.
Trias is standing on the balcony, south part of the 3rd floor. He summons a
few Sohmeins to help him. Try to keep harassing him melee-wise in order to
make it difficult for him to get spells off, and you shouldn't have too much
trouble with him! Once you've sufficiently weakened him, he submits, and you
get to speak with him again. If you choose to kill him afterwards, he
releases the bind on Fhjull, and you cannot complete the game... so you're
best off vowing to spare his life. He then tells you that the portal to the
Fortress of Regrets is located in - wait for it - the Mortuary! As the Pillar
of Skulls already told you, the key is to feel regret, but Trias tells you
again anyway, only with a little more precision. Now, here's the kicker...
you vowed not to kill Trias, and you're in big trouble if you break your
word. However, if Vhailor is with you, he strikes Trias down and there's
nothing you can do about it except stand there and watch! Oddly enough, you
can still complete the game now (I suppose because you didn't have any choice
in the matter?) If Trias is killed you can get "Celestial Fire" off his body,
not to mention the Scroll of Celestial Host! Anyway, no matter how it turns
out, you've just completed the Outlands Quest 1, for 375000 XP. Take the
portal that has appeared in the doorway back to Sigil.
Sigil again
===========
You wind up in the Dustman Monument, having returned here from Carceri. Now,
hold it right there, cutter! Before you go running off to the Mortuary to
meet your destiny... there are a few new things you can do around Sigil since
you were last here. Visit Coaxmetal in the siege tower. He'll have some new
weapons you can purchase. Then, when you're finished speaking with him and
are about to leave, he'll ask you to free him from the tower, by giving him
the Modron Cube. In exchange, you get the most powerful weapon in the game:
the Entropic Blade! By talking to it, you can get it to change into any form
of weapon to suit you or one of your party's fighting skills... but, before
you do this, pause to consider the consequences of giving a very powerful
chaotic being the ability to undo the multiverse, or something to that
effect. Ah, but what the hell - maybe that's why there will never be a
Torment II :-)
UnderSigil now has a new creature lurking about. In addition to the usual
packs of Trelons and Larval Worms, there's now a much more formidable foe:
Greater Glabrezu... greater XP for you too!
OK... when you're ready to progress, go to the Mortuary and tell the guard at
the entrance that you need to get in to see Deionarra's memorial. The portal
to the Fortress of Regrets is located at the far end of the room where you
originally woke up on the slab. How ironic. Not giving too much away, but
your party is about to be split up, so make sure TNO is carrying the
following: Bronze Sphere, Blade of the Immortal, Deionarra's Wedding Ring,
the kassegs you got from Fhjull, and all the healing charms you can lay your
hands on. Check. When you're ready, head through the portal (250000 XP).
Fortress of Regrets
===================
You arrive outside the Fortress, alone. Head along the walkway all the way to
the east, then south, and speak to Deionarra. Then, go back to where you
started, and head all the way to the west to enter the Fortress. Once inside,
you have to act quickly. As Dei warned you, there are Greater Shadows all
over the place! Note that as you arrive inside, the Transcendent One has
turned Ignus against you, even if Ignus is not a member of your party.
Anyway, head south, and examine the clock in the room there. It's your
writing, and it says: "RUN - DOORS are LIES - USE Cannons - then Portal".
Well, if you're a Mage, I definitely recommend taking this advice. A Fighter
or Thief with a good weapon can defeat the Shadows... but there are a lot of
them (worth 10000 XP each though).
Anyway, you need to find the 4 Cannons TNO has referred to. When all 4 are
activated, a portal will open up in the room to the NE. The first cannon is
at the other end of the room you are in now. The place where you wind up when
you pull the lever is a room all the way to the NW. Take the middle stairway
down, and use the 2nd cannon. You wind up in a room just to the west of
there. The third cannon is in the large central room where you first came
into the Fortress, in the NW part of the room. So, head down the stairs and
get there. You wind up just north of there. Finally, head down the stairs,
and then back up to the only place you haven't been yet - the large stairway
directly to the north on your map. Indeed, the 4th and last cannon is just to
the east here. You wind up in the room where the 1st cannon is - only
something different happened this time. A portal has opened! It's back where
the 4th cannon was, so make your way back up the stairs to the north again,
and enter the portal...
You wind up in a room with statues surrounding a strange crystal. Ignus is
there, and you must fight him to the death. This would be a good time to use
some Charcoal Charms (finally!), because all of Ignus' spells are fire based.
Once you've defeated Ignus, find the Sounding Stone behind the statue to the
NE. Use it. You find out a bit more about the situation you're in. Also, it
tells of a stash of supplies hidden in the base of one of the statues here.
It's the statue to the SW. You have to look carefully all around the base.
Once you have these supplies, it's time to use the crystal in the centre of
the room.
You wind up on a slab again, with three of your previous incarnations
standing around you. The Practical one speaks to you first. Make sure you
explore all avenues of conversation about Deionarra, and the Bronze Sphere
(96000 XP), as these paths of conversation open up opportunities shortly.
Then, if your INT is high enough (use the kassegs if it isn't around the
20 mark yet), you can trick the Practical Incarnation into letting you
absorb him (let him think you're going to allow him to absorb you, then
turn it around - for 96000 XP). If you find yourself with no choice but to be
absorbed, back off and stop the conversation. You can always absorb the Good
Incarnation (32000 XP, but again, make sure you exhaust all the conversation
paths before you do so - especially the one where you learn that the Good
Incarnation was the very first Incarnation - for 96000 XP more). You can also
easily absorb the Paranoid Incarnation (speak to him in the language of the
Uyo, then absorb him for 64000 XP). Finally, if you can't absorb the
Practical Incarnation, then you'll just have to beat the crap out of him,
won't you? :-)
Once you've dealt with all 3 of your incarnations, Deionarra appears. Before
you speak to her, it's time to tap the resources of the Bronze Sphere, which
you now know to be a dead sensory stone. This nets you 2000000 XP (that's
2 million, bud), 6+ Characteristic points (depending on your INT and WIS),
and you discover your name! Also, you acquire a fantastic spell: "Rune of
Torment", that you can put in a quick item slot and invoke as many times as
you want without resting - even if you're not a Mage! Unfortunately, if you
didn't explore all the conversation trees while talking to the Practical and
Good Incarnations, this opportunity is not available to you. However, you
don't need to use the Sphere in order to complete the game, unless you're a
Mage and want access to all those neat Level 9 spells you now have in your
possession. Anyway, speak to Dei now, and tell her the truth about what
you've done to her. You wind up on the Fortress roof...
As you walk to the centre of the roof, you'll come across your dead party
members. The Transcendent One, your other half, is hovering about on the far
side of the roof. Head over there, and now it's time for the Final
Confrontation. You can play this out 5 different ways:
1. If you were able to use the Bronze Sphere, you can talk to him about your
recently acquired name. He will reluctantly agree to merge with you. You
resurrect all your friends, then go off to fight in the Blood War. This is
the most satisfactory ending.
2. Threaten him with using the Blade on yourself. He agrees to merge with
you. Same ending as 1 above.
3. Take your own life with the Blade of the Immortal. You both perish
abruptly. Most unsatisfactory.
4. You can resurrect just one of your fallen party members, but this only
pisses him off and you'll have to fight him (see 5 below. If you do choose
this option, make sure it's Vhailor that you bring back to life. His need
for justice at any cost somehow makes him all the more fearsome during this
ultimate battle :-)
5. Fight him. He has about 400 HP. Once you defeat him, you get 64000 XP
(as if it matters at this stage in the proceedings). This ending also sees
you going off to fight in the Blood War. You don't get to resurrect all your
party members after you fight the Transcendent One, so these last 2 endings
aren't the greatest either.
Well, that's about it. You spend the better part of eternity atoning for your
sins in the Blood War, then become re-incarnated as a used car salesman on
the outskirts of Birmingham. You marry a girl who bears an uncanny
resemblance to Annah (sans tail, of course), and sire a lone child - Ted -
who for some mysterious reason is horribly scarred from birth... funny ol'
game, huh?
Important Items
===============
Things you wouldn't want to miss. I was originally intending to document
every item, ranging from the lowly bandage all the way up to the most
powerful of weapons and scrolls... but I soon realised that this was an
incredibly ambitious undertaking! The list became way too large, and I
finally had to pare it down to only the significant items. These items are
difficult or costly to obtain - perhaps only becoming available as the result
of completing a quest or joining one of the factions - and are usually imbued
with some sort of magic :-)
Note that if an item can be found in many places, I only list the first 1 or
2 places where you would normally come across one of these items.
Enchanted Hammer
Weeping Stone Catacombs, Mosaic Crypt, sarcophagus
Damage: 2-9 Crushing
Enchanted: +1
THACO: +1
Speed: 7
Weight: 5
Proficiency: Hammers
Usable only by Fighters
Severed Arm
Weeping Stone Catacombs, Dismembered Crypt, downstairs
Usable as a club, but much more useful for obtaining some new tattoos at
Fell's.
Xachariah's Heart
Mortuary, 1st floor, zombie #331
Adds +1 to DEX, and +1 to AC vs. Missile Attacks
Usable only by Fighters
Enchanted Battle Axe
Drowned Nations, small room in SE of your tomb, sarcophagus
Damage: 2-9 Slashing
Enchanted: +1
THACO: +1
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters
"Death of Desire"
The Hive - Gathering Dust bar, Emoric
Damage: 2-7 Crushing
Enchanted: +2
Special:
1-6 Piercing Damage
Causes Stunning
THACO: +2
Speed: 5
Weight: 11
Proficiency: Clubs
Usable only by Fighters
Usable only by Dustmen
You must join the Dustmen faction to get access to this weapon.
Divine Censer
The Hive - Gathering Dust bar, Emoric / The Hive - Ragpicker's Square,
Old Mebbeth
Invokes "Raise Dead"
Good for at least 3 goes at raising your dead comrades.
Amber Earrings
The Hive - Ragpicker's Square, Old Mebbeth
Special:
+2 to Armor Class
Memorize 2 Additional 1st Level Mage Spells
Weight: 0
Usable only by Mages
Usable only by Nameless One
Mebbeth presents these to you upon completion of your training as a Mage.
Scroll of Remove Curse
The Hive - Ragpicker's Square, Old Mebbeth / The Great Foundry, Godsman Hall,
Keldor of Durian
Level: 4 / Wizard
Usable only by Mages
Can be used to remove a curse/cursed item from a person.
"Ascension"
The Great Foundry, Godsman Hall, Keldor of Durian
Damage: 3-10 Slashing
Enchanted: +2
Special:
+2 Slashing Damage
+1 to Charisma
+1 to Armor Class
THACO: +2
Speed: 4
Weight: 4
Proficiency: Axes
Usable only by Fighters
Usable only by Godsmen
You must join the Godsmen faction to get access to this weapon.
"Reason"
The Great Foundry, Godsman Hall, Keldor of Durian
Damage: 5-12 Crushing
Enchanted: +2
Special:
+2 Crushing Damage
+1 to Charisma
+1 to Armor Class
THACO: +2
Speed: 6
Weight: 5
Proficiency: Hammers
Usable only by Fighters
Usable only by Godsmen
You must join the Godsmen faction to get access to this weapon.
"Enlightenment"
The Great Foundry, Godsman Hall, Keldor of Durian
Damage: 2-7 Piercing
Enchanted: +2
Special:
+2 Piercing Damage
+1 to Charisma
+1 to Armor Class
THACO: +2
Speed: 1
Weight: 1
Proficiency: Daggers
Usable only by Fighters
Usable only by Godsmen
You must join the Godsmen faction to get access to this weapon.
Scroll of Chain Lightning Storm
The Great Foundry, Godsman Hall, Keldor of Durian
Level: 6 / Wizard
Usable only by Mages
Does 7-70 points worth of fire damage to all enemies within range.
Scroll of Cloudkill
Lower Ward, The Warehouse, Conall / Clerk's Ward, Curiosity Shop, Vrischika
Level: 5 / Wizard
Usable only by Mages
Kills all susceptible creatures within range. Your best bet against Larval
Worms!
Scroll of Power Word, Blind
Clerk's Ward, Civic Festhall, Splinter
Level: 8 / Wizard
Usable only by Mages
Blinds up to 100 HP worth of enemies for a duration varying by how many
enemies are affected (the less affected, the longer the blindnes lasts).
Scroll of Power Word, Kill
Grimoire of Pestilential Thought / Carceri, warehouse, Ancient Scroll
Level: 9 / Wizard
Range: 15 feet per 2 levels
Area of Effect: 1 creature
Saving Throw: None
Usable only by Mages
Kills outright any victim with up to 120 HP. I had to kill one of my
companions before the Grimoire of Pestilential Thought would fork this one
over. Oddly enough, my alignment remained at Neutral Good?!
Hammer of Comminution
Clerk's Ward, Curiosity Shop, Vrischika
Damage: 4-14 Crushing
Enchanted: +1
Special: 1-6 Acid Damage
THACO: +2
Speed: 10
Weight: 10
Proficiency: Hammers
Usable only by Fighters
The most bad-ass weapon in the game!
Punch Daggers of Shar
Lower Ward, Siege Tower, Coaxmetal
Damage: 1-4 Piercing
Enchanted: +3
Special:
+2 to All Saving Throws
+35% Resistance to Magic
Speed: 2
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves
Brimstone Hammer
Player's Maze, NE section, campfire / Lower Ward, Siege Tower, Coaxmetal
Damage: 2-9 Crushing
Enchanted: +1
Special:
+4 Fire Damage
+25% Resistance to Fire
THACO: +1
Speed: 7
Weight: 5
Proficiency: Hammers
Usable only by Fighters
Spiked Gauntlets of Ogre Power
Lower Ward, Siege Tower, Coaxmetal
Damage: 4-6 Crushing
Damage: 4-6 Piercing
Enchanted: +1
THACO: +3
Speed: 1
Weight: 2
Proficiency: Fists
Usable only by Fighters and Thieves
The Grimoire of Pestilential Thought
Lower Ward, underneath Lothar the Mage's house, Mantuok the wererat
Only useful to Mages, and only those leaning toward the dark side... once
identified this book talks to you! You can get some powerful spells from it,
but you need to perform some cruel deeds before the Grimoire will fork
over :-(
Bolts of Whistling Doom
Modron Maze / Outer Curst, Crumplepunch the smith
Damage: 4-16 Crushing
Enchanted: +2
THACO: +2
Speed: 10
Weight: 0
Proficiency: Missiles
This is Nordom's ultimate weapon, but they are quickly depleted. Use them
wisely! You should find a few packs of 10 on the dead High Threat Constructs
in the Modron Maze, but you can also buy them from Crumplepunch the smith
in Outer Curst.
Bolts of Kessek the Devourer
Modron Maze
(Minor Artifacts)
Damage: 4-8 Piercing
Enchanted: +2
THACO: +4
Speed: 5
Weight: 0
Proficiency: Missiles
Only managed to find one pack of these on a dead High Threat Construct in
the Modron Maze.
Dodecahedron
Clerk's Ward, Civic Festhall, your private quarters
This is another one of your journals in disguise! You need to seek out
Finam the linguist in order to decipher the strange language it's written in.
Bodice of the Godless Priestess
Clerk's Ward, Goncalves the tailor
Armor Class 5
Special:
Memorize 3 Additional 1st level Priest spells
Memorize 2 Additional 2nd level Priest spells
Weight: 5
Usable only by Fall-From-Grace
Doesn't do anything for Grace's AC, but the 5 extra spell slots are a great
boon.
Bodice of the Perilous Quest
Clerk's Ward, Goncalves the tailor
Armor Class 5
Special: Increases Regeneration
Weight: 6
Usable only by Fall-From-Grace
Gives Grace a regeneration ability much like that of TNO.
Jerkin of the Brazen Rogue
Clerk's Ward, Goncalves the tailor
Armor Class 4
THACO: +1
Weight: 12
Usable only by Annah
Knocks 4 points off Annah's AC! Also makes her a better fighter.
Jerkin of the Flitting Shadow
Clerk's Ward, Goncalves the tailor
Armor Class 6
Special:
+15% Pick Pocket Skill Bonus
+25% Stealth Skill Bonus
Weight: 8
Usable only by Annah
Knocks 2 points off Annah's AC and improves her Thief skills.
Mad Splinter
Clerk's Ward, Galleria, Stone Statue
Damage: 2-5 Piercing
Enchanted: +1
Special:
Poisons Target
Fragile, Breakable
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests
One of the more useful Edged weapons in the game, but prone to breaking.
Lens of Inherent Viciousness
Clerk's Ward, Curiosity Shop, Vrischika
Special: +2 to Damage
THACO: +2 to Missile Weapons
Usable only by Modrons
Makes Nordom all that more... vicious :-)
Deionarra's Wedding Ring
Clerk's Ward, Advocate's House, Iannis
Special:
+1 to All Saving Throws
+1 to Armor Class
+3 to Armor Class vs. Piercing
Weight: 0
Usable only by Nameless One
When you collect Deionarra's legacy this is one of the items you receive.
Kaleidoscopic Eye
Clerk's Ward, Advocate's House, Iannis
Invokes "Chromatic Orb" when held
Special: Equipped
+1 to All Saving Throws
+1 to Save vs. Spells
+5% Resistance to Magic
Weight: 0
Usable only by Good creatures
When you collect the legacy numbered '51-AA' that you found out about from
reading the Dodecahedron, this is one of the items you receive.
Ravel's Fingernail
Ravel's Maze, Ravel
(Unique, Artifact)
Damage: 2-7 Piercing
Enchanted: +2
Special: 1-12 Poison Damage
THACO: +2
Speed: 1
Weight: 1
Proficiency: Edged
Not usable by Priests
You get this weapon off Ravel's body.
Assassin's Knuckles
Outer Curst, Crumplepunch the smith
Damage: 1-10 Piercing
Enchanted: +3
Special:
Causes Stunning
Silence
Poison
THACO: +3
Speed: 1
Weight: 1
Proficiency: Fists
Usable only by Thieves
One of the better hand-to-hand weapons in the game!
"Foolsmiter"
Outer Curst, Crumplepunch the smith
Damage: 4-14 Crushing
Enchanted: +2
THACO: +2
Speed: 10
Weight: 15
Proficiency: Hammers
Usable only by Fighters
Blind Terror
Outer Curst, Crumplepunch the smith
Damage: 1-2 Crushing
Enchanted: +2
Special:
Causes Blindness
2-8 Acid Damage
THACO: +2
Speed: 5
Weight: 4
Proficiency: Clubs
Usable only by Thieves
Not much up-front damage... but the possibility of causing Acid Damage and/or
blindness makes this a formidable weapon.
Scroll of Abyssal Fury
Outer Curst, Traitor's Gate tavern, Kitla
Level: 9 / Wizard
Range: 50 feet
Duration: Instant
Speed: 9
Area of effect: 1 creature
Usable only by Mages
Kitla gives you this scroll when you complete the quest for her part of the
Key. Undoubtedly one of the most powerful spells in the game. Even a
successful saving throw results in a lot of damage to the victim, whereas
a failure to save means instant death! Unfortunately, it's doubtful that you
or anyone in your party will have attained a sufficient Mage level to use
it... just yet, that is :-)
"Celestial Fire"
Curst Underground, Prison - Inner Sanctum, Cassius / Carceri, Administration
Building - 3rd floor, Trias
Damage: 3-18 Slashing
Enchanted: +2
Special:
+2 to Armor Class
+10 Fire Damage
+10% Resistance to Slashing Attacks
THACO: +2
Speed: 3
Weight: 5
Proficiency: Edged
Usable only by Lawful Good characters
Obviously the best sword in the game, but there'd have to be a catch,
wouldn't there? You can only use it if you're of Lawful Good alignment.
Hatred's Gift
Outlands, Fhjull Forked-Tongue
Damage: 3-13 Slashing
Enchanted: +1
Special: Berserk when used
THACO: +1
Speed: 7
Weight: 7</pre><pre id="faqspan-4">
Proficiency: Axes
Not usable by Good characters
Not a very useful weapon, because the item is cursed. The user goes berserk
and loses control in battle.
Scroll of Globe of Invulnerability
Outlands, Fhjull Forked-Tongue
Level: 6 / Wizard
Range: 0 feet
Duration: 5 seconds per level
Speed: 3
Area of effect: 5 feet radius
Saving throw: None
Usable only by Mages
Allows all spells that you cast to flow outwards, but only spells of level 5
or greater to come inwards.
Scroll of Stygian Ice Storm
Outlands, Fhjull Forked-Tongue
Level: 7 / Wizard
Range: 50 feet
Duration: Special
Speed: 7
Area of effect: 50 ft x 50 ft area
Saving throw: Special
Usable only by Mages
Does 8-64 points of ice damage, with no saving throw - plus confuses all
affected for 5-30 seconds, due to forgetful effect of River Styx.
Scroll of Chain Lightning Storm
Outlands, Fhjull Forked-Tongue
Level: 6 / Wizard
Range: 50 feet
Duration: Special
Speed: 6
Area of effect: 50 ft x 50 ft area
Saving throw: 1/2
Usable only by Mages
Does up to 70 points of damage, with saving throw reducing this to half.
Scroll of Acid Storm
Outlands, Fhjull Forked-Tongue
Level: 7 / Wizard
Range: 30 feet
Duration: 30 seconds
Speed: 7
Area of effect: 20 ft radius up to 20 ft high
Saving throw: 1/2
Usable only by Mages
Does 1-6 points of acid damage per level of caster every 5 seconds, with
saving throw reducing this to half.
Scroll of Bladestorm
Outlands, Fhjull Forked-Tongue
Level: 7 / Wizard
Range: 75 feet
Duration: Instant
Speed: 7
Area of effect: 10 yards per level radius
Saving throw: 1/2
Usable only by Mages
Inflicts 1-8 points of damage per level of the caster, plus an additional
2-20 points of damage on a natural roll of 20 (and it's obvious that sporadic
bits of the AD&D rules found their way straight into the game text!)
Aegis of Torment
Curst Gone, fiend from Moridor's box
Special:
+3 to Constitution
+15 to Base Hit Points
+3 to Armor Class
Weight: 0
This fiend, in the form of a Greater Glabrezu, is especially tough to beat,
but is it worth it for the XP and this artefact? You bet!
Scroll of Deathbolt
Carceri, Tovus
Level: 8 / Wizard
Range: 100 feet
Duration: Instant
Speed: 9
Area of effect: 1 creature
Saving throw: Special
Usable only by Mages
Tovus gives you this scroll after you free him and Berrog from being pinned
under the cart. Kills target creature if no saving throw is made, else deals
out 10-60 points of damage.
Scroll of Desert Hell
Carceri, Warehouse, Ebb Creakknees
Level: 5 / Wizard
Range: 50 feet
Duration: Instant
Speed: 5
Area of effect: 50 x 50 ft
Saving throw: 1/2
Usable only by Mages
Does 2-40 points of fire damage, with saving throw reducing this to half.
Ancient Scroll
Carceri, Warehouse, left of entrance in pile of boards
Turns out to be a Wish Scroll. If TNO is at least a level 12 Mage, he can use
it once to wish for any one of the following:
1. Arcane Knowledge. This choice conjures up the following spells: Power Word
(Kill), Stygian Ice Storm, and Meteor Storm Bombardment
2. An Increase in Abilities (+2 to one of your stats)
3. An Item of Power. Produces the Ring of Thex, which adds dramatically to
your HP, AC, and adds 2 to all saving throws
4. You can heal your entire party
5. 10,000 CP in wealth
Mark of the Savant
Carceri, Administration Building - 3rd floor, locked and trapped desk
Damage: 3-18 Piercing
Enchanted: +4
Special:
+2 to Armor Class
+1 to Dexterity
+15 to Base Hit Points
+25% Open Locks Skill Bonus
+25% Stealth Skill Bonus
+10% Detect Trap Skill Bonus
THACO: +3
Speed: 2
Weight: 3
Proficiency: Fists
Usable only by Thieves
Best item for Annah (or yourself as a Thief) in the game, bar none!
"Edge of Oblivion"
Carceri, Administration Building - 3rd floor, locked and trapped desk
Damage: 2-9 Slashing
Enchanted: +2
Special:
1-6 Cold Damage to target
+50% Resistance to Cold
+25% Resistance to Magical Cold
THACO: +1
Speed: 8
Weight: 10
Proficiency: Axes
Not usable by Good characters
A good weapon for Vhailor.
Vrock Club
Carceri, Administration Building - 3rd floor, locked and trapped desk
Damage: 4-16 Crushing
Enchanted: +2
Special: Poisons Target
THACO: +2
Speed: 3
Weight: 4
Proficiency: Clubs
Only usable by Thieves
Made from a poisonous creature called a 'vrock', this weapons deals out
poison damage in addition to tremendous crushing damage.
Scroll of Celestial Host
Carceri, Administration Building - 3rd floor, Trias
Level: 9 / Wizard
Range: 100 feet
Duration: Instant
Speed: 9
Area of effect: 50 ft. x 50 ft. area
Saving throw: None
Usable only by Mages
A truly awesome spell. Deals out 40-120 points of damage, with no saving
throw possible!
Entropic Blade
Lower Ward, Siege Tower, Coaxmetal
Damage: 3-23 (type of damage varies)
Enchanted: +2
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Edged, Axes, Hammers, or Fists!
Usable only by Fighters
You can obtain this weapon when you return to Sigil from Carceri, and visit
Coaxmetal again (you have to give him the Modron Cube. Probably not a good
thing for the Planes, but what the heck). By talking to it, you can change
its form to suit your fighting skills!
Important People
================
Characters you'll meet throughout the course of the game who may join your
party.
Morte
The Mortuary - 2nd floor
Morte joins your party immediately you awake on the slab in the Mortuary
at the beginning of the game. Of course, you can always get rid of him, but
I found him to be a useful Fighter (especially during the early part of the
game where TNO is relatively weak), and for the most part welcomed his banter
throughout the game.
Dak'kon
The Hive - SE region, Smoldering Corpse bar
You can acquire the githzerai Dak'kon in the Smoldering Corpse bar. He's a
multi-classed Fighter/Mage who comes with a small arsenal of
githzerai-specific spells, but he can memorise other spells too. It's unusual
for a gith to be subservient to a human, but you'll find out the reason for
this in due time. Whether or not you intend on becoming a Mage, it's worth it
for a brief time alone - if only for Dak'kon to teach you the Way of
Zerthimon :-)
Annah
Buried Village, Pharod's lair
Ah, dear Annah! The love interest in this game, though it's a quirky
touch-and-go affair at best. Annah will not join your party until you present
the Bronze Sphere to Pharod. She's a Thief, and the only weapons she can use
are Punch Daggers. Fortunately, you find more powerful variations of these as
you progress through the game (plus some armour made especially for her), and
she eventually becomes a tenacious scrapper.
Ignus
The Hive - SE region, Smoldering Corpse bar
Ignus the Mage will join your party once you put his fire out using the
Decanter of Endless Water. Like Dak'kon, he comes pre-equipped with
indigenous (fire based) spells, but can use any other Mage spell. If you're a
Mage too, then Ignus can eventually do something with your Intestines...
Fall-From-Grace
Clerk's Ward, Brothel of Slaking Intellectual Lusts
You need to solve all the problems concerning her students before Grace will
join your party. She's the only Priest in the game, and invaluable for her
healing skills. Also, she's as good looking as TNO is ugly, thus providing
some balance to the party's appearance :-)
Grace also possesses a very high Lore skill, and can identify quite a few
items without having to resort to Identify spell or Charm of Infinite Recall.
Nordom
Modron Maze
You have to set the difficulty of the Modron Maze/Dungeon to 'hard' and work
your way through a load of High Threat Constructs in order to find Nordom.
Nordom is a great Fighter, and the better class of arrows you find for him,
the better he gets!
Vhailor
Curst Underground, Prison
You'll miss out on Vhailor if you don't look past the exit portal from the
Prison, as I did the first time I played. Vhailor is a strong Fighter with a
lot of HP... but you may find it difficult to get his AC down to a decent
level as you acquire him towards the latter part of the game, when all the
enchanted rings and such are already being used by other party members :-(
Acknowledgements
================
I'd like to thank the following people for contributing to the latest version
of this guide. Thanks very much for the tips and corrections :-)
Donald Raoul
Copyright Steve Metzler (
[email protected]) for the Games Domain -
September, 2000. All rights reserved. Not to be reproduced without written
permission from the author.