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Dan Simpson's Walkthrough
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_______________________________________________________________________________
Planescape: Torment (PC)
FAQ/Walkthrough
January 19, 2005
Version 1.81
Written by: Dan Simpson
Email: dsimpson.faqs@gmail.com
Use this subject: Torment v 1.81
(emails with improper subjects MAY BE DELETED!)
Email Policy:
If you see any mistakes, or have anything that you want to add
please email me! I will, of course, give you full credit for
your addition, and be eternally grateful to you. Email addresses
are not posted in the FAQ, unless you specifically state that
you want it to be.
Before emailing me, check the Frequently Asked Questions section
to see if your question has already been answered.
Notes
-------------------------------------------------------------------------------
The most recent version of this FAQ can be found at:
http://www.gamefaqs.com/
http://www.gamewinners.com/
Planescape: Torment was released in the US on December 10, 1999.
There are no current plans for a sequel to PS:T. Why? Lack of sales.
Check out my Torment Items List FAQ, which is on GameFAQs.
This FAQ looks best in Courier New at about 9 points.
This Document is Copyright 2000-2005 by Dan Simpson
Planescape: Torment is Copyright 1999 by Black Isle/Interplay
I am not affiliated with Black Isle, Interplay, or anyone who had anything
to do with the creation of this game. This FAQ may be posted on any site so
long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting
it. You may not charge for, or in any way profit from this FAQ.
-------------------------------------------------------------------------------
___________________
What's New in 1.81:
Changed my email address.
For a complete Version History, check out the Final Words Section at the end
of the FAQ.
-------------------------------------------------------------------------------
Table of Contents:
-------------------------------------------------------------------------------
i. Introduction
ii. Creating a new Nameless One
iii. NPC's
iv. Alignment
v. General Strategies
Walkthrough
1. Mortuary
2. The Hive
2.1 Hive, Mortuary Area
2.2 Hive, Smoldering Corpse Area
2.3 Hive, Marketplace
2.4 Hive, Northwest Area
2.5 Alley of Dangerous Angles
3. Ragpicker's Square
3.1 Trash Warrens
4. Buried Village
5. Catacombs
5.1 Dead Nations
5.2 Drowned Nations
5.3 Warrens of Thought
6. Pharod's Answers
7. Leaving the Hive
8. The Lower Ward
9. The Clerk's Ward
9.1 Foundry of the Godsmen
9.2 Nameless One's Maze
9.3 Modron Cube
9.4 UnderSigil
10. Ravel's Maze
11. Curst
11.1 Curst Prison
12. The Outlands
13. Curst Revisited
13.1 Carceri
13.2 Sigil Revisited
14. Fortress of Regrets
Appendices
A. Glossary of Terms
B. Dak'kon's Karach Blade's Many Forms
C. Character Sounds
D. Online Resources
E. Strange Things
Final Words...
Credits
Version History
Stinger
-------------------------------------------------------------------------------
i. Introduction
-------------------------------------------------------------------------------
Torment is not your usual CRPG (Computer Role Playing Game). Firstly, it is
the very first game set in the Planescape Multiverse (and the last as well).
The game is not set in one definite world, but rather, many worlds, or
"Planes" of existence. In the "Planes" belief is literally power, as when
enough people believe something, it can become a reality. This isn't always
a good thing...
Your character in Torment, the Nameless One, is also not your typical Hero.
He has no name for starters. And he can't die. Sure he can be killed, but
that doesn't really get him down, he just dusts himself off and gets right
back up. (usually in the Mortuary) And yet, he has no memories of himself,
the only information he has is written on his back (in tattoo form) and from
a chatty floating skull named Morte.
The Nameless One's Quest is a personal one, rather than an Epic "Save the
World" quest. He wants to discover Who He Is, and Why Can't I Die? In
searching for the answers to these questions, he has run around the
multiverse a multitude of times, and each time he has forgotten what he had
managed to accomplish in his previous attempts. Can he remember long enough
to break the cycle? Will the Nameless One ever be free of his cursed
immortality?
-------------------------------------------------------------------------------
ii. Creating a New Nameless One
-------------------------------------------------------------------------------
You don't really "create" a character here, you merely "add" as many stats
as you can to do well in the game. You start with a 9 in every stat, and are
given 21 stat points to build with. At every level you get, you will get a
new Stat point to place however you will. There are also various items that
increase your Stats, either by effect, or by permanently raising your stat.
Strength: In combat, strength influences both your ability to hit
(THAC0) and the damage that you can do, while outside of
combat it determines just how much stuff you can carry, your
ability to bash open doors and chests, etc. Also there are
some Dialogue options that can only be successfully completed
with a high (15+ usually) strength score. Strength is great
and all, but for a New Nameless One, it isn't that crucial.
But by the end of the game, be sure to have lots of it!
Most useful for: Fighters, Chaotic, and Evil characters
Dexterity: In combat, Dexterity influences your ability to avoid getting
hit by an enemy. Outside of combat, Dexterity is mainly used
for things like thievery. For example, there are some
pickpockets around, and if you are Dexterous enough (oh, 14+)
you can catch them in the act (although you also have to have
a good Wisdom to know to look for it).
Most useful for: Fighters, Thieves, and Chaotic characters
Constitution: Quickens your regeneration rate, adds more HP's per level, and
other fun things.
Most useful for: Anyone
Intelligence: No combat effects. Outside of combat the most notable thing
about Intelligence is how it effects Dialogues. Smart
characters can think their way out of situations (again a 15+
Int is usually required for this). However, some situations
are better solved by a high Wisdom than they are by a high
Intelligence. Intelligence also greatly influences your
mages, not only in the % to learn a spell successfully, but
also in the number of spells that they can learn per Casting
Level. Finally Intelligence increases your Lore skill.
Most useful for: Mages
Wisdom: The best stat in the game, bar none. Wisdom gives a great
bonus to experience, which in turn leads to the faster gaining
of levels. Also has an effect on Priests, by giving them
bonus spells the higher Wisdom they have. But since YOU can't
be a Priest, that doesn't help. The best effect, however, is
in the Dialogues where you will get the BEST options, as well
as the most Recovered Memories, and your "inner voice" will
even warn you of dangerous dialogue options. Also increases
your Lore skill.
Most useful for: Everyone
Charisma: Charisma is useful, but not on the scale of Wisdom. Charisma
has no benefits not in dialogues. It brings up new options,
but these options usually aren't any better than what Wisdom
would get you. Charming your way out of something works less
well than being Wise enough to get out of something. Also can
increase certain rewards.
Most useful for: Chaotic characters
Here are your stats: Here's where I'd add: Here's your new Stat:
STR 9 9
DEX 9 + 2 11
CON 9 9
INT 9 + 6 15
WIS 9 + 9 18
CHA 9 + 4 13
------- ------- -------
54 21 75
You may be wondering why on earth am I neglecting the "most important" stats
of Strength, Dexterity, and Constitution. Well, this is just my opinion of
what works best in Torment. But here's the most important thing to remember:
Wisdom is the most important stat in Torment!!
Yep, you heard right: Wisdom rules. With a high Wisdom, your character gains
quite a good bonus to all EXP earned (either in quests, or defeated
monsters), which REALLY adds up at the higher (21+) levels. If you choose to
place points elsewhere, don't rob Wisdom, or you'll be sorry.
A Wisdom of 12 and lower, no bonus
13 gives you about a 2% bonus to experience
14 5%
15 8%
16 10%
17 13%
18 15%
19 18%
20 20%
21 23%
22 25%
23 27%
24 30%
25 35%
So, with a Wisdom of 25, if you get 1000 experience (assuming you
have no extra companions to split it) you will actually get 1350
experience.
Why do I recommend placing points in Wisdom, Intelligence, and Charisma?
Because Torment isn't as combat oriented as other CRPG's. A lot of
experience (and other fun bonuses) can simply be gained in conversation, but
only if you have good enough stats (I'll point out in the Walkthrough how
much of each stat you need to get such bonuses). For example, if you are
talking to someone who wants to kill you, if you have a high Charisma, you
could charm them out of it, or high enough Intelligence, and you can
out-think them to avoid combat. (there's one instance of being clever enough
to get someone to *kill* themselves for you!)
Strength, Dexterity, and Constitution are important, but I wouldn't start the
game with them.
Constitution Note:
Constitution is handled differently in Torment, than in previous AD&D
CRPG's. It's retroactive. That is, if you increase your Constitution, you
will gain all the Bonus HP's as if you had had that Constitution from the
start of the game. (This is both good and bad, we'll get to the bad in a
moment) This means that you won't be punished by avoiding Constitution in
the beginning of the game. When you get it later, you'll get all those
HP's that you missed. This is especially sweet when you get an Item that
increases your Constitution, as you'll see instantly your new HP's.
So what's the bad side? If you lose constitution, you lose all the bonus
HP's that came with the high constitution. Therefore you can't just give a
CON+2 tattoo to someone, level them up for the bonus HP's, then give the
tattoo to someone else. As soon as the item is gone, so are the HP's.
I think that the good points outweigh the bad points, though.
____________________
Specialization Bonus
The Nameless One also gets a Specialization Bonus at the 7th and 12th levels
of whichever class he currently is. You only get each bonus once, so if you
take the 7th level fighter bonus, you can't get the 7th level mage bonus.
You could, however, take the 7th level fighter bonus, then the 12th level
mage bonus. If you do THAT however, you will end out taking the 7th level
mage, as you must have the 7th level specialization to get the 12th.
Fighter:
7th + 1 STR, able to have 4 proficiency in a weapon
12th + 1 STR, + 1 CON, + 3 HP, able to have 5 proficiency
Mage:
7th + 1 INT
12th + 2 INT, + 1 WIS, + 5 Lore
Thief:
7th + 1 DEX
12th + 2 DEX, + 1 Luck
Note: If you somehow end out gaining enough experience to the point where
you would be gaining enough levels to get BOTH specializations at
the same time, you actually will only get the first specialization.
So, if you are a Fighter at level 6, and level up to level 12, you
will only get the STR +1.
And besides cheating how would you get into this situation? I have
no idea. There are no in-game cheats, you have to download a save-
game editor (see http://www.teambg.com/ for one).
Other Places the Nameless One Can Gain Extra Stats:
Mortuary, Starting Level -- Ei-Vene -- MaxHP +1
Smoldering Corpse Tavern -- O -- WISDOM +1
Drowned Nations, Tomb -- Tear of Salieru Dei -- CONSTITUTION +1
Lower Ward -- Sebastian -- CHARISMA +2
Mortuary, after Dead Nations -- Xachariah's Heart -- DEXTERITY +1
Clerk's Ward -- Nemelle -- MaxHP +3
Clerk's Ward, Brothel -- Vivian -- CHARISMA +1
Clerk's Ward, Vrischika's Shop -- Tear of Salieru Dei -- CONSTITUTION +1
Clerk's Ward, Festhall -- Qui-Sai -- AC +1
Godsmen Foundry -- Sarossa -- WISDOM +1
Ravel's Maze -- Ravel -- WISDOM +1
MaxHP +3
WISDOM +1 or 2
Curst Prison -- Vhailor -- STR +1,2 or 3
DMG +1,2 or 3
Carceri Warehouse -- Ancient Scroll -- Any STAT +2
Fortress of Regrets -- Practical Incarnation -- WISDOM +1
INTELLIGENCE +1
Fortress of Regrets -- Paranoid Incarnation -- STRENGTH +1
CONSTITUTION +1
Fortress of Regrets -- Good Incarnation -- WISDOM +1
Max Total Possible: (ancient scroll can give a +2 anywhere)
Strength +4 (6)
Dexterity +1 (3)
Constitution +3 (5)
Intelligence +1 (3)
Wisdom +7 (9)
Charisma +3 (5)
AC +1
MaxHP +7
Some places to Lose Stats:
you get you lose
Ignus -- spells, fire resistance -- -7 MaxHP (total)
Pillar of Skulls -- answers -- -15 MaxHP
-- Morte returned -- -5 MaxHP
Tattoos: (SPOILERS) mostly from Steve Bush
As you know, there are a huge number of tattoos in the game of which
virtually all are "unlocked" (allowing you to buy them) when you satisfy a
certain condition, be it a conversation or particular event which occurs in
the game, so naturally many are overlooked or cannot be obtained due to
certain player decisions made earlier.
If you're curious about the stats of the Tattoos, check out my item list
at http://www.gamefaqs.com/
[Existing tattoos - no prior conditions need to be met]
* Tattoo of Action/of Greater Action
* Tattoo of Might/of Greater Might
* Tattoo of Health/of Greater Health
* Tattoo of Warding/of Greater Warding
* Tattoo of Presence/of Greater Presence
* Tattoo of Insight/of Revelation
* Tattoo of the Spirit/of the Soul
* Tattoo of Enduring/of Greater Enduring
* Tattoo of Accuracy
* Tattoo of Bloodletting
[Tattoos which require conditions to be met]
* Tattoo of the Lost Incarnation
Condition: Finding your severed arm in the dismembered crypt (Weeping
Stone catacombs) and take it to Fell.
* Tattoo of Wasting Darkness
Condition: Finding your severed arm in the dismembered crypt.
* Tattoo of the Weeping Stones
Condition: Finding your severed arm in the dismembered crypt.
* Tattoo of Silent Coins
Condition: Finding your severed arm in the dismembered crypt.
* Razor Angel Ink
Condition: Aid the Razor Angels in the Alley of Dangerous Angles.
* Tattoo of Grosuk's Demise
Condition: Kill Grosuk. If you do this, you can't get "Sebastion's End"
* Tattoo of Sebastion's End
Condition: Tell Grosuk that Sebastion wants him dead. Opposite of
"Grosuk's Demise"
* Tattoo of Justice's Eye
Condition: (Quest) Get Byron Pikit arrested, and Trist freed.
* Anarchist Tattoo
Condition: Join the Anarchists.
* Tattoo of Sensation
Condition: Join the Sensates
* Tattoo of the Restless Dead
Condition: (Quest) Killing Strahan Runeshadow, the necromancer in the
Hive mausoleum, thus easing the restless dead.
* Tattoo of Graves of Es-Annon
Condition: (Quest) Finding a tombstone for the crier of Es-Annon, in the
Hive.
* Number of Ku'u Yin
Condition: (Quest) Get the number back for Ku'u Yin (Buried Village)
* Tattoo of the Bonesinger
Condition: Learning the Stories-Bones-Tell ability from Stale Mary in the
Dead Nations.
* Tattoo of the Warrior
Condition: Obtaining the level 7 bonus in the fighter class.
* Tattoo of the Supreme Warrior
Condition: Obtaining the levels 7 and 12 bonuses in the fighter class.
* Tattoo of the Art
Condition: Obtaining the level 7 bonus in the mage class.
* Tattoo of the Magi
Condition: Obtaining both the level 7 and 12 bonuses in the mage class.
* Tattoo of the Thief
Condition: Obtaining the level 7 bonus in the thief class
* Tattoo of the Master Thief
Condition: Obtaining both the level 7 and 12 bonuses in the thief class.
* Tattoo of the Skull [AKA Tattoo of Morte]
Condition: Having Morte in your party.
* Tattoo of Annah [AKA Tattoo of Annah-of-the-Shadows]
Condition: Having Annah in your party.
* Tattoo of Tenement Shadows
Condition: (Quest) Escaping the tenement block of starved dog thugs, in
the Hive next to Fell's, with or without Sybil.
* Tattoo of the Source
Condition: Joining the Godsmen.
* Tattoo of the Joining
Condition: Matchmaking for Karina and Corvus - tell Corvus that Karina is
lonely. If you do this, you can't get the Tattoo of Spite.
* Tattoo of Spite
Condition: Deliberately scuppering Corvus' chances with Karina by telling
him that Karina spends time around "all her suitors". If you
do this, you can't get the Tattoo of the Joining.
* Tattoo of Death-in-Life
Condition: (Quest) Granting Dimtree a second death and thus freedom from
his zombie "slavery".
* Tattoo of Saving Grace
Condition: Having Fall-from-Grace in your party.
* Tattoo of the Unbroken Circle
Condition: Learn all the spells from Dak'kon.
* Tattoo of Ignus
Condition: Having Ignus in your party.
* Tattoo of the Redeemer
Condition: (Quest) Redeem Trias the Betrayer in Carceri - saying "The
Upper Planes are the home of justice, beauty, and goodness.
They are also home to forgiveness. Go home. Admit your error
and beg forgiveness" Even if you do that, if Vhailor kills
him you won't get this one. Opposite of the "Betrayer"
* Tattoo of the Betrayer
Condition: (Quest) Kill Trias. Opposite of the "Redeemer"
* Tattoo of Avernus
Condition: (Quest) Speaking to the Pillar of Skulls on Baator.
* Tattoo of Ravel
Condition: (Quest) Meeting Ravel (just speaking to her nets you this
tattoo) in the black-barbed maze.
* Tattoo of Ravel's Kiss
Condition: (Quest) Get kissed by Ravel.
* Tattoo of the Silver Tongue
Condition: (Quest) Be VERY flattering to Ravel.
* Tattoo of the Black Barbed Call/Maze
Condition: (Quest) Visit Ravel's Maze. Mage only.
* Tattoo of Logik Cubed
Condition: Having Nordom in your party.
* Tattoo of the Tale-Weaver
Condition: Hearing ALL of Yves' tales at the brothel (also includes
stories she tells after all your party members tell her a
story)
A quick note on Proficiencies:
Unlike in Baldur's Gate where you choose where to place Proficiency
Points when you gain them at your Level Up, in Torment you gain only
Unused Proficiency Points. From there you have to find a trainer to
Use the points in one of the weapon classes. I'd get at least one
point in Axes, Fists, and Edged Weapons, as they have the best
weapons.
The Nameless One's Biography:
I feel like I've woken up inside someone's dream. I don't know who I am...
I don't know how I got here... and I don't know how to get out.
First thing I remember is crawling off a metal slab in some vaulted
monstrosity called the Mortuary, and some floating skull asking me a bunch
of damned questions.
I've lost my memory, I've lost my possessions, and the only thing I seem to
know is that I can get stabbed, beaten, burned... and I get better. This
regeneration of mine hasn't done much for my looks, but no one seems to
notice.
I need to figure out who I am and how I got this way... I feel like
something's missing, something inside, but I don't know what.
-------------------------------------------------------------------------------
iii. NPC's
-------------------------------------------------------------------------------
Here is a list of all the NPC's that can join you in the game, roughly in the
order that you can get them to join (unless you skip one). Morte, Dak'kon,
and Nordom can be "upgraded", that is, their stats will be improved simply by
activating a certain conversation thread. As such, these three have a "How
to Upgrade" section in their description. Also, Vhailor can upgrade YOU, and
as such he also has a "How to Upgrade" section, it just means something else
then Morte's, Nordom's, or Dak'kon's.
Morale Note: Every character that joins you has what the game calls
"Morale." This reflects how happy they are. Mostly this
just affects their conversations, however, in some cases
(Dak'kon being the most notable) it affects more tangible
items, such as weaponry and skills. Morale is an integer
value, the nicer you are to the person in question, the
higher this value will rise.
_____
Morte (voiced by Rob Paulsens, Animaniacs "Yakko Warner", "Pinky"; from the
Tick, "Arthur", and many other cartoon voices)
Fighter
Chaotic Good
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
20/20 4 19 12 16 16 13 9 6
Upgraded 16 18 18 13 9 6
Stats:
How to get: You start the game with Morte. Just don't misplace him
somewhere.
How to Upgrade: Once you have Fall-from-Grace talk to her about Morte.
She tells you that he isn't a Mimir and that he has a
Baatorian smell. Confront Morte about this and you will
recover a memory and upgrade Morte.
Biography: Of course you got questions about me -- you probably have
questions about ALL sorts of things. Let me boil it down for
you: when you've been as dead as long as I have... without
arms, legs, or anything else, you spend a lot of time thinking,
y'know? I figure it's been a few hundred years since I got
penned in the dead book, but time doesn't really tally up the
way it used to... without that mortality thing pressing down on
you, all the days and nights kind of blend together. So you
think about this, and you think about that... and the most
important piece of wisdom I've learned over the past hundred or
so years is this: There's a LOT more obscene gestures you can
make with your eyes and your jaw than most people think.
Without even resorting to insults or taunting, you can really
light a bonfire under someone just with the right combination
of eye movements and jaw clicking. Drives them barmy! If you
ever get beheaded and your skin flayed from your skull, I'll
show you how it's done. I got some real gems, chief -- they'd
drive a deva to murder, they would.
I know what you're thinking: I'm dead. I've lost so much. It
should have sobered me up to all that joy I missed, all those
loves I've lost. Some people get all depressed about death --
they haven't TRIED it, of course -- but one thing they never
seem to realize is how it changes your perspective on things;
it really makes you take a second look at life, broaden your
horizons. For me, it's pretty much made me realize how many
dead chits are in this berg and how few sharp-tongued men like
myself there are to go around -- you spin the wheel right, and
your years of spending nights alone are over!
Shallow? I'm not shallow. I just don't get caught up in all
that philosophy and faith and belief wash that every berk from
Arborea to the Gray Waste rattle their jaws about. Who cares?
The Planes are what they are, you're what you are, and if it
changes, fine, but things aren't bad the way they are -- and I
should know. Go on, ask me some questions about the Planes, or
the chant, or the people, or the cultures -- when you end up
like me -- without eyelids, that is -- you end up seeing a lot
of things, and I can tell you almost everything you need to
know.
It's like this: We're in this together, chief. Until this is
over, I stick to your leg.
_______
Dak'kon (voiced by Mitch Pileggi, Assistant Director Skinner on the X-Files)
Fighter/Mage
Lawful Neutral
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
33/33 6 18 17 16 16 13 13 13
Upgraded 18 18 18 13 13 13
Stats:
How to get: You will find Dak'kon coolin' his heels in the Smoldering
Corpse tavern, which is one area south of the Mortuary area.
How to upgrade: Once you have become a Mage, talk to Dak'kon about
learning the Way of Zerthimon from him. You must complete
all 8 circles and then Dak'kon will be upgraded. (see
the 'Ragpicker's Square' section for more information)
If you want more information on how Dak'kon's sword gets
upgraded, check out Appendix B.
Tip: Once Dak'kon is upgraded, give him a tattoo that gives at least +2
CON. This will enable him to regenerate Hit Points, just like the
Nameless One, though not as fast.
Biography: My past is not known to you. It is not my will that you
should know it.
Know that I bear the scars of one who has travelled the
Planes. Know that I have never rested long in any one place.
Know that I bear the weight of one who has travelled far to be
in this place.
Know that I am a Githzerai. Know that I am of the people of
Zerthimon.
It was Zerthimon who knew the Githzerai before we knew
ourselves. He knew what had to be done to free us. From his
knowing, came action. From his knowing, freedom was born.
The Githzerai ceased to be slaves and became a people.
Know that I follow the Unbroken Circle of Zerthimon. His words
are known to me. His heart is known to me.
All that remains is that I know myself.
_____
Annah (voiced by pop vocalist Sheena Easton)
Fighter/Thief
Chaotic Neutral
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
38/38 4 17 14 18 16 12 10 13
How to get: You gain Annah after you have found Pharod and given him the
Bronze Sphere
How to upgrade: Not as dramatic as the others, but you can teach Annah a
few thieving tricks. If your main character is a Thief,
and has a thieving stat over 50, then you can teach Annah
a thing or two about thieving. Each time you do that she
gains +3 in that thieving skill.
Biography: Aye, now what yeh be wantin' to know about me for? Are yeh
jest bored? It's not some grand tale, it isn't, so if yeh're
expecting some epic yeh'd best go rattle yer bone-box at
someone else, jig?
I seen the way yeh look at me tail -- if it'll keep yeh're eyes
to yerself, then I'll tell yeh where it came from: it's a
blessing from me Grand Da... or me Grand Ma, whichever o' them
was the fiend. I'm a tiefling, so I am, with just enough of
the demon blood in me to sprout this tail outta me back. That
blood trickled its way from me Grand Ma n' Grand Da to me...
after passing through me own Ma an Da, whoever they were.
Pharod? Me Da? Ha! Ol' stutter-crutch isn't me Da -- not me
real one anyway. He just fostered me, he did, dragged me outta
the Hive and brought inta his stable.
Don't get him wrong by thinkin' he had a kind bone in his
body... he wasn't shedding no tear for me bein' an orphan -- he
just needed someone to scarp deaders off the streets of the
Hive, an' I'm small enough so I can get inta places his other
boys can't. Plus, most of the gullies in his pack are wee boys
with the fear in 'em, so I end up finding most of the deaders
in places they're too ascared to look. The Dusties pay a nice
bit of copper for the deadies I bring 'em, and Pharod don't
take so much off the top that it leaves me a beggar, so he's
not so bad, I spose.
Enough of yer questions. Now I got some things to say ta YEH,
I do.
I seen the way yeh act, an' yeh need to be told some things if
we're goin' to be travelin' together... first -- don't go
flappin' your bone-box and locking eyes with everyone yeh meet.
That's a sure street to trouble, it is. An' don't be takin'
no one's name in vain or yeh'll be attracting the worst sort of
attention, and right quick, too.
An' one last thing. Don't be thinkin' yeh can treat me like a
cobblestone, neither -- yeh start doin' that, an' I'll take
these blades an' carve yeh, I will.
Me blades? Aye, these dags are mine. I like these punch dags,
I do -- yeh can keep yer axes n' hammers n' clubs -- these
dags are more me style. Yeh just behave yerself, an' yeh won't
be wearing 'em, aye?
_______________
Fall-From-Grace (voiced by Jennifer Hale, also did Dynaheir in Baldur's
Gate, other cartoon work)
Cleric
Lawful Neutral
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
42/42 2 16 13 16 16 16 16 19
How to get: Once you get access to the Clerk's Ward, visit the Brothel,
talk to Grace and she'll have you talk to her 9 students.
Return when you've done that to get her.
Biography: My past is not a long one, at least by tanar'ri standards. I do
not know if you are familiar with the tanar'ri, but we are a
race of the Abyss, a staggered series of Planes filled with
chaos and evil hearts.
I am a tanar'ri, a fiend, a succubus... I grew up upon the
first plane of the Abyss. My mother was a succubus herself --
as I'm sure you are aware, succubi tempt mortals to bring their
souls to the Abyss. My mother was among the finest, seducing
countless mortal men to their eternal damnation. She now
dwells in the Abyss, selling her children into slavery.
She sold me to the baatezu, the blood enemies of the tanar'ri.
I think she rather expected that they would kill me -- despite
her knowledge of other subjects, she knows little of their
culture and the delight they take in tormenting others.
Fortunately, the baatezu are a proud species. The thought a
tanar'ri could best them at anything was something intolerable
to them. So I challenged one of the proudest of the balor to a
contest of improvisation, and it was here that my tanar'ri
heart allowed me to win the day. The tanar'ri are chaotic
creatures, wild and unpredictable. The baatezu are more
cunning fiends, with orderly hearts. They understand
improvisation, but they are not among its best practitioners.
And thus, I won my freedom.
That was a very long time ago. I left the lower planes for
Sigil. I encountered the Society of Sensation, and my
experiences upon the baatezu instilled in me a desire to learn
more of the multiverse.
Why? I believe there is a truth to the multiverse... even if
that truth is that there is no truth at all. I believe that
the Planes are meant to be experienced, and the more one
experiences, in traveling, in joy, in pain, in merriment or in
suffering, the more the multiverse reveals itself to you...
And the more you are revealed to yourself.
_____
Ignus (voiced by Charlie Adler, "Harold" from the Fallout games; "Buster
Bunny" from Tiny Toon Adventures)
Mage
Chaotic Neutral
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
28/42 5 18 13 16 20 19 8 3
How to Get: You can find Ignus in the Smoldering Corpse Bar (SE Hive).
Getting him into the party is a little more work. First you
need the Decanter of Endless Water (Drowned Nations), then
you get the Word from Nemelle (Clerk's Ward). Finally you
can use it on Ignus to free him.
Biography: No more talk and wander... Ignusss wishesss to BURNNN...
Ignusss burnsssss... sssooo long ago... yet...
Once...
Once... Ignussss knew NOTHING of flamessss... ssset ssssmall
firesss, tiny flamesss, tiny flickeringssss...
The firessss grew... Ignussss ssset firessss in their
streetssss... and lit the firessss of anger in their
heartssss...
They sssought to punisssh Ignus, the ssmall fliesss from the
Hive. They wissshed to sssee Ignusss BURNNN after Ignusss
ssset fire to their ssstreets...
...tiny magelingsss, hedge wizzardsss, runecasterssss... tiny
sparks of magic came to PUNISSSSH Ignusss for hurting their
loved onessss... they sssentenced Ignusssss to BURNNNN, made
Ignussss a TORCH, a sssspitting FLAME, burning, burning...
It wassss JUSSSTICE, they sssaid...
...but it was not a sentence...
...there is ssoooo much flamessss and painnn that there issss
NO pain... there issss LIGHT, and HEAT, and the flesssh
runsss as TALLOW acrosss my bonessss...
...and for the firssst time...
...Ignussss wasss PLEASSSSED...
When the Planessss burnnnn and all life is torchesss, then
Ignusss ssshall at lassst... be at peace...
______
Nordom (voiced by Dan Castellaneta, who also does Homer Simpson)
Fighter
Chaotic Neutral
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
60/60 4 15 16 16 16 16 8 8
Upgraded Stats: 2 18 17 18 18 8 8
How to Get: You'll find Nordom in the Hard level (somewhere) in the
Modron Cube.
How to Upgrade: Once you have Nordom, you must clear the Wizard Construct
out of the Modron Cube. Then you tell Nordom that you
are the new Director for his first upgrade. You get his
second upgrade by pointing out that his separation from
the Source is what makes him loopy. His final upgrades
come when you give him direct orders as the Creative
Director. Beyond what is listed above, there are also
class specific upgrades (depending on the Nameless One's
class). If you're having trouble getting the upgrades,
kick Morte and Fall-From-Grace from the party.
Biography: Backwards modron - Nordom. Queries? Chronology: Modron March.
Destination: Limbo. (Original Destination: Mechanus -> reason
for destination shift unknown. Reason: Lost?) New parameters
dictated by superior: Shaped matter of Plane (Limbo) to test
hypothesis. Rubikon dungeon constructed.
Superior lost in field test. Superior = Nordom? After exposure
to Plane, perspective has deviated from norm. Perceptions have
become smaller and louder. Wings have been replaced with arms:
reason unknown. Suspicion/hypothesis: not liked wings?
Speculation.
Nordom was once "one" but am now smaller, louder "one."
Processing information difficulties.
Two spirits of Rubikon gears assist Nordom. Transformed these-
selves into weapons to defend against Rubikon errors. Their
query: leave this place and shoot other hostile sentients
(goal: adventure?).
Reason for Nordom deviation unknown. Primary function
terminated when Rubikon disintegration reached three cubits
inwards and increasing. Processing functions... functions
re-defined upon arrival of new sentients. Nordom now gear in
new hierarchy.
Designated leader: Addressee. Attention: Nordom follows.
_______
Vhailor (voiced by Keith David, "Apollo" in Disney's Hercules)
Fighter
Lawful Neutral
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
100/100 2 12 18/51 13 18 10 10 10
How to Get: After Trias tells you of the Portal out of the Curst prison,
instead of entering the portal, go around it to find Vhailor.
As long as you don't remind Vhailor that he wanted to kill
you, he'll join just fine.
Biography: I am Vhailor. I am a Mercykiller. I am justice.
It is my past. It is my present. It is my future.
All who are guilty shall be punished. I shall not rest until
the sentences of the condemned have been carried out.
Mercy is for the weak. Punishment breaks souls and makes them
worthy of service to their superiors. When the number of
martyrs is great enough, rebellion crumbles.
Know this, and know my heart: There is only one truth in the
multiverse. The multiverse shall be sharpened upon the blade
of justice. With justice as its whetstone, the multiverse
shall achieve perfection.
Other Notable Voice Actors:
Nameless One - Michael T. Weiss (Jarod from the Pretender)
Ravel - Flo Di Re (minor character actor)
Strahan/Fhjull - Tony Bumpass (does a lot of tiny roles in many things)
Transcendent One - Tony Jay (Kresselack in Icewind Dale)
Trias - John De Lancie (who played Q on Star Trek)
(Voice over information from the Internet Movie Database,
http://www.imdb.com/)
-------------------------------------------------------------------------------
iv. Alignment
-------------------------------------------------------------------------------
Unlike in every previous AD&D CRPG (that's Computer Role Playing Game), you
do not select your hero's Alignment at the start of the game. In fact, you
don't ever get to choose the alignment. Instead, the game decides what
alignment you are based on your actions. If you act Good, then you have a
Good alignment, if you always tell the truth, then you have a Lawful
Alignment, and so forth.
All Alignment notes in the walkthrough are noted as *ALIGNMENT* and they tell
you what you should do or not do to be a certain alignment. (Such as "if you
taunt Morte, you will be more Chaotic")
Note: There are 2 "Ultimate" weapons in the game (outside of items that
you get only via cheating), one for a Lawful Good character
(Celestial Fire), and one for an Evil character (Entropic Blade).
_______________
Alignment Types
Lawful: The lawful character always tells the truth, never lies. So, if
you see the "lie" option, don't use it. Law is supreme. If
someone says that Chaos is the way to go, don't believe them. And
don't join up with the Anarchists or the Xaositects either. And
don't waste skeleton's time by bothering them with stupid
questions.
Chaotic: Say whatever pops into your head. Make fun of Morte, and ask
skeletons why they bother wearing smocks. Be impulsive. Act a
little crazy now and then. Lie to people. If you told someone
that you wouldn't do something, go ahead and do it anyway.
Good: Do the right thing. Never ever kill people who don't deserve it.
(But go ahead and kill any evil things that you want) Help people
out, and don't ask for a reward. Don't threaten people either.
Evil: Threaten to kill people if they don't do what you want, then
actually kill them. Lie, cheat, steal, kill, hurt, and generally
do everything that you shouldn't. And do the worst thing you can
do, give the Modron Cube to a giant Entropic Iron Golem.
Here are the Alignments:
Lawful Good -- Lawful Good characters strongly believe in order and
the betterment of life for others. Their definition of
"betterment of life" for others can vary, however.
Neutral Good -- Neutral Good characters believe in the balance between
law and chaos, but they lean towards performing good
actions.
Chaotic Good -- Chaotic Good characters aren't concerned with structure
or order. They are individualists who tend toward
performing acts of kindness.
Lawful Neutral -- Lawful Neutral characters believe in order over all
other concerns.
True Neutral -- where you start the game
True Neutral characters believe in maintaining the
balance of law and chaos. They don't tip the scales
between the two and tend to oppose anyone who does.
Chaotic Neutral -- Chaotic Neutral characters do not believe in order.
This is the alignment of lunatics, madmen, and
impulsive characters.
Lawful Evil -- These characters believe in organized evil and prefer
to further the causes of evil and villainy in an
orderly, hierarchial manner. You believe in laws...
and fairness...to the extent that they improve your
situation or undermine another's place.
Neutral Evil -- These characters believe in the balance between law
and chaos, but they lean towards performing evil
actions. It's more of a selfish, egocentric evil in
which they're more concerned with making sure they're
taken care of first, and the rest of the planes can go
to their own hells-after they've been bled for all
their worth.
Chaotic Evil -- These characters are the epitomy of villainy. They
care nothing about order, truth and justice and serve
their own selfish desires at every opportunity. While
Neutral Evil characters tend to be selfish, Chaotic
Evil characters actively go out and promote evil, with
little regard for the consequences other than causing
dissent and harm to others.
-------------------------------------------------------------------------------
v. General Strategies
-------------------------------------------------------------------------------
Getting across hostile areas, without fighting:
There are often many times in the game where you won't want to fight, or
simply are too wounded to put up a decent fight. Or maybe you're just
tired of it, in any case you want out. Well here's one strategy I have
used a number of times (namely in the Modron Cube Maze, and in Baator) to
get myself out of a mess.
Say that you are in a relatively safe place at the moment, but if you move,
you'll be attacked in a battle that you can't win. And now you have to get
across a very hostile area with some very nasty monsters in it, to get to a
new area entirely across the way. Here's what I would do:
Send the Nameless One out alone, running to the new area. Don't stop to
fight anything, just run.
It's a lot easier to move just one person out, and avoid fights, the more
people out there, the more likely one of them is to pick a fight. Plus the
Nameless One has regeneration. This strategy takes advantage of the fact
that you only need one member of your party moving to a new area, either by
portal or by walking, to get to that area. In Baldur's Gate you had to
have your entire party going to the new area, but in Torment, any one
person can get to the new area, and your entire party will get there.
Money Trick (from Tuxedo Mask)
The really expensive stuff, take it to the Failed Shop in the Lower Ward.
Before you talk to the owners, cast Friends or get your CHR up past 20, the
higher the better. Then talk to them, and you can sit there and buy, sell,
buy, sell, repeat until kingdom come. The higher your CHR, the better
prices you get for buying and selling, and when you're over 20 CHR, you can
sell for more than you pay to buy. It only works on items that they don't
stock though, so jewelry is bad. The CHR thing actually holds true for
most stores, but most stores don't buy, or are very selective about what
they buy. I often change to mage and cast friends right before I buy
things (like scrolls, which can get really pricy. The higher the value of
the item you're selling, the more you can make each time.
Getting through the Modron Cube without a fight:
Similar to the previous strategy, but this one takes advantage of a little
bug in the Modron Cube to get out of every fight altogether. When you
first enter one of the Modron Maze pieces, a Modron Construct will talk to
you.
Here's what you do:
When you first enter the area, PAUSE the game quickly, then find out
where you want to go, and before the Modron Construct can talk to you,
CLICK that. Now the Modron will talk to you, ignore it, and once the
conversation is over, you will be INSTANTLY transported to the new area!
Sweet!
Making the Nameless One into a Fighter/Mage or Thief/Mage:
Hello I've got a brilliant bug for you how to make The Nameless One a
multi-class Fighter/Mage or Thief/Mage. First you have to be either a
Fighter or Thief with a spell caster in your party (Dak'kon,
Fall-From-Grace or Ignus), then select one of them then bring up the
"Quick Bar" (by right-clicking). Select spells then select the entire party
(Note: must do this while "Quick Bar" is still on screen), and you should
have the Nameless One's spells. (from Christopher Leigh Dodd)
Note: You MUST be trained as a mage. Also you can still memorize spells
if you are a different class. (i.e. sleep)
Editor's Note: I have yet to get this to work. That either means that
this was corrected by the patch, or never worked to begin
with. Anyone?
From Aaron Denney: I did get this to work, but he left out a step:
Select caster, bring up quick bar, select spells, select entire party,
_then select spells again_. The button will be gray, but it will work.
Save before talking to anyone!
The place where you will most likely screw up in the game is in talking to
someone. As such, it is recommended that you save EVERY TIME YOU WANT TO
TALK TO SOMEONE!
For example, you may trip a flag that cuts out another dialogue option that
would have lead to a great deal of experience, and possible stat increases
for you or a character. Or maybe you taunt Morte, and that drops your
alignment from Lawful Good to Neutral Good, and you can no longer use the
Drops of Salieru Dei (Permanent Con +1 for Lawful Good chars).
So save before talking to anyone! (In the Walkthrough, I try to point out
every important NPC, and what to say to them, and what not to)
Save before leveling up!
This is most important when dealing with your NPC's and their levels, but
this is equally true for everyone. Before you click the "LEVEL UP" button,
save the game. If you don't like the number of HP's you receive, then
reload and try again. Don't worry about Bonus HP's, worry only about the
main HP's.
So what are good HP's to gain per level?
Nameless One -- 9 or 10 (class doesn't matter, he gets 1-10 no
matter which class he currently is, but
only for the class with the highest level)
Morte -- 9 or 10
Dak'kon
Fighter -- 5
Mage -- 2
Annah
Fighter -- 5
Thief -- 3
Fall-From-Grace -- 7 or 8
Nordom -- 9 or 10
Vhailor -- 9 or 10
Ignus -- 4
Around level 10, your HP's gained will no longer be random, it will simply
give you a fixed amount every level (for a fighter, you get 3 HP + CON
Bonus), so then you would no longer need to save-level-reload, as it would
be quite pointless.
I say "9 or 10" because sometimes it is just REALLY hard to get the full
10 HP's. If you manage to get it great, but don't spend all day trying.
===============================================================================
WALKTHROUGH
===============================================================================
Welcome the the Torment Walkthrough. Throughout the walkthrough you will
encounter situations in which your stats are checked. If you have a high
enough stat, you will get a better option. For example, if you are being
pickpocketed, and you are smart enough, then you can catch the thief.
A summary of all treasures, and experiences is provided at the beginning of
areas (an area is considered to be ONE map area), with in depth information
contained in the bulk of the section.
To find the location of something (you know, the X,Y coordinates), place your
mouse over something, and press the L button. I use the X,Y coordinates for
just about everything in this walkthrough, so ... there.
-------------------------------------------------------------------------------
1. The Mortuary
-------------------------------------------------------------------------------
Note: I list the locations of zombies here, but they always wander around.
So, if they aren't exactly where I say they are, try to find the
nearest zombie.
Area: AR0202, Mortuary Second Floor
Treasures: - 2 bandages (x 1400 y 2100)
- Scalpel (x 900 y 2300)
- Preparation Room Key (x 1250 y 2866, on zombie)
- Receiving Room Logbook (x 600 y 1000)
- Fist Irons (x 700 y 850)
13 Copper Commons
- Rule of Three Earring (x 1080 y 950, on a zombie)
- Bandage (x 830 y 1070, on a zombie)
- Dhall's Quill Pen (x 1330 y 1250, on Dhall)
- Receiving Log Page (x 2090 y 930, on a zombie)
- Bandage (x 3250 y 600)
- Left Arm #985 (x 2934 y 1290)
- Embalming Fluid (x 3435 y 2145)
- Bandage (x 3050 y 2000, locked)
Ancient Copper Earring
- Embalming Fluid (x 3200 y 2215)
Experience: - Getting a Note (x 1080 y 950, on a zombie)
One of the zombies in the third room (if you consider the
room you woke up in as the first room) has a note attached
to it, which you can remove for 250 exp.
- Using the Note to get the Rule of Three Earring
Once you have that note, use it, fold it the right way (see
below) to get an earring and 250 exp.
- Cut the Stitches of a Zombie (x 3133 y 1033)
In Ei-Vene's room, there is a zombie to the south of her
that has some stitches that can be cut for 100 exp, and some
Needle & Thread.
- QUEST Fetch Embalming Fluid and Needle for Ei-Vene
(x 3150 y 790)
In the fifth room from where you woke up, you'll find a
strange Dustman tiefling woman named Ei-Vene, who mistakes
you for a zombie. She asks you to get her Embalming Fluid
and a Needle, which can be found around the mortuary.
Return to her with the items, and play at being a zombie to
get her to upgrade your MaxHP +1 and get 250 exp.
- Remember placing an Item in Zombie '42' (x 3150 y 790)
When you return to Ei-Vene with the items, you may get a
memory returning to you about putting an item into a zombie
marked '42'. The memory is worth 250 exp.
- Get Disguised as a Zombie (x 3500 y 1650)
The Anarchist disguised as a zombie (Vaxis) in the room past
Ei-Vene's can make you look like a zombie (ask him how he
got to look like that, and ask if he can do the same for
you) if you give him Embalming Fluid and a Needle. Return
to him and ask to be a zombie for 500 exp. You can't run
while a zombie, so keeping the disguise isn't really worth
it.
- QUEST Fetch Embalming Key for Vaxis (x 3500 y 1650)
Vaxis, the Anarchist zombie impersonator, wants you to fetch
him the Embalming Key in exchange for information about the
portal out of the Mortuary. Go talk to Ei-Vene for the key
for 250 exp. Take it to Vaxis for another 250 exp. Ask
Vaxis about a Finger Bone for another 250 exp.
- Turn Vaxis in to Dhall
Once you've discovered that Vaxis isn't really a zombie, you
can turn him in to Dhall for 250 exp. However, if you
promised Vaxis that you wouldn't tell the guards, this will
negatively impact your alignment (make you more Evil).
You start the game dead, on a table, being wheeled into the Mortuary. In
the movie, you watch some pretty bad nightmares before waking up from your
death bed. As soon as you are up, a floating skull named Morte floats over
to you and talks to you.
-------------------------------------------------------------------------
NPC: Morte (No Race, joins you)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
20/20 4 19 12 16 16 13 9 6
Morte quite helpfully tells you everything you need to know right now,
how you got here, and what is written on your back. He also points out
a decent way of getting out of here, by attacking a zombie and stealing
its key.
-------------------------------------------------------------------------
Check the cabinet at (x 900 y 2300) to get the scalpel. Morte will now
offer you some advice on combat, and tell you to get rid of one of the
zombies. The zombie we want is at (x 1250 y 2866), go down there, press A
and attack him. Once he's down, search his remains to get the key. Don't
bother wasting the other two zombies in here, they aren't worth the
trouble.
Go to the northern door at (x 700 y 2300) and open it. Once through, Morte
will offer his last of his tips, and you get your first Stat Check! Ask
him about female corpses, and it being his "last chance", and if you get
the option "You CAN'T be serious" then you have passed the Stat Check
(which checks your INT to see if it is greater than 12). These appear in
the game all the time, and are often quite useful, getting you special
abilities and whatnot. Morte tells you to start a journal, and you'll hear
the first of MANY "Updated my Journal" sounds.
Note: Your journal is one of the most useful tools in the game, so be
sure to use it! The journal is divided into three sections, but
the one you will likely use most often is the "Quests" section as
it shows you every open Quest you are on, as well as completed
quests. Also the main journal is very useful for getting analysis
of conversations, or for just checking out what you have just been
doing.
You can talk to one of the female zombies in here, but there isn't much of
a point, although it does bring up ALIGNMENT. How, you say? Because of
Morte. As you talk to the female zombie, Morte will chime in, and you get
all sorts of options to taunt Morte, but doing so will affect your
alignment, by making it more Chaotic. (see the Alignment section above for
more information) If you want to be chaotic, then by all means, taunt
away, just be sure to know what you are doing. There's nothing else in
this room, so continue on to the next room.
In the second cabinet from the door (x 600 y 1000) you will find the
Receiving Room Logbook, which has some interesting (if not entirely useful)
information. Check the zombies here, one of them has some bandages you
can take, and another has an interesting Note that you can use your
scalpel to get at (for 250 exp no less). Use the note:
Upper Right
Lower Right
Upper Left
Upper Right
Unfold the Pyramid
And you get an earring and another 250 exp.
Item: Rule of Three Earring
This earring has the power to create 99 copper commons, but only if you
get it identified, which can cost 100 copper commons. You can also sell
this thing for 120 coppers.
In the center of the room is a giant book (x 1265 y 1180) with a floating
man named Dhall sitting at it.
--------------------------------------------------------------------------
NPC: Dhall (Githzerai, doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
4/4 10 20 9 9 9 9 9 9
This guy has a lot of information about your current situation, so be
sure to talk to him (despite what Morte says to the contrary). He
mentions a great number of things, such as your having been to the
Mortuary MANY times, that some of your companions are also buried here
(including a woman, he says), and a bit of info on Pharod. He also
mentions how to leave the Mortuary.
There is an INT check in his conversation. If you can ask him "You say
that I have been here more than once. How is it that the Dustmen do not
recognize me?", then you have INT of at least 11.
You can only ask if Dhall doesn't like Pharod much if you have WIS of at
least 11.
Dhall has one odd item on him, Dhall's Quill Pen, which permanently
increases a Mage's Lore Skill, but you can only get it by killing him
right now (although later you can pickpocket it off of him), so you
probably want to pass it up.
--------------------------------------------------------------------------
Once you are done with Dhall, go through the next door.
Go to the zombie (#1664) at (x 2090 y 930) and talk to him. He has a large
book with a page sticking out. Take the page and leave. This page has
your dead book entry on it, if you're interested in that sort of thing. Go
right through the next door.
The zombie (#506) in the center of the room (x 3133 y 1033) has some
stitches that can be removed via scalpel for 100 exp, and then you keep the
stitches as Needle & Thread (an item used for healing). Another zombie
(#985) south of that one is wobbling, and no matter what you do, it topples
over leaving an arm that can be used as a club. (x 2934 y 1290)
---------------------------------------------------------------------------
NPC: Ei-Vene (Tiefling, doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
4/4 10 20 9 9 9 9 9 9
Talk to Ei-Vene (x 3150 y 790) until she gives you your first real Quest
(Pharod doesn't count), to fetch her some thread (which you already have)
and some embalming fluid. When you get the items, return to her, and
play zombie (that is, don't act suspiciously living) and she'll upgrade
you (Max HP increased +1, 250 exp). Also you may remember sticking an
item inside a zombie marked '42', which is also worth 250 exp.
You can talk to her all you want after this, but you'll never get an
answer. The only way to screw up here is to Push Her Away, which causes
her to call the guards. So don't do that.
---------------------------------------------------------------------------
Go through the next door, and into the next room. There is only one thing
in this room, a zombie, who isn't a zombie (x 3500 y 1650).
---------------------------------------------------------------------------
NPC: Vaxis (Zombie, doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
6/6 8 20 9 9 9 9 9 9
Turns out that this guy is an Anarchist who has infiltrated the Mortuary
to spy on the Dustmen. If you want, he can disguise you as a zombie (see
Experience above) for 500 exp, but all you really need from him is a way
to escape the Mortuary. He mentions portals, but wants something from
you in return for the info. You could be nice and fetch him the
Embalming Key from Ei-Vene, or you can just threaten him to get him to
talk. If you get the key, you get 250 exp from Ei-Vene and another 250
for giving Vaxis the key. He will tell you that you need a finger bone
to activate the portal on the first floor in the northwest. Ask him
where you get a Finger Bone for another 250 exp.
*ALIGNMENT*: If you want to threaten Vaxis with death rather than give
him the key, you need at least 12 STR. However if you do
this, your Alignment will be adjusted in an Evil direction.
If you want to threaten Vaxis with exposing his disguise to the Dustmen,
you need at least 11 CHR, or he won't find you convincing enough.
*ALIGNMENT*: You can also make a VOW to Vaxis that you will not expose
his secret to the Dustmen, and if you do reveal him to
Dhall, your alignment will be adjusted evilly.
You can ask Vaxis about Dhall, Deionarra (he doesn't know her) and most
importantly, he will tell you that Soego seems a little ratlike.
Alternatively: When you first confront Vaxis lie to him and tell him
that you are looking for him. Then tell him you are
there to take his place. He will turn over all the
information and items (3 bandages, needle & thread,
embalming fluid and a knife) he has. He'll then proceed
to explain the portal and the finger bone key to you for
500 exp. (from Jopezu)
---------------------------------------------------------------------------
Go to the next room, and up the stairs to the third floor.
Area: AR0203, Mortuary Third Floor
Treasures: - Charcoal Charm (x 3320 y 1250)
- Needle & Thread (x 2150 y 850)
- Bandage (x 1950 y 450)
- Bone Charm (x 1800 y 500, locked)
Corpse Fly Charm
33 Coppers
- Clot Charm (x 1650 y 500)
- Mortuary Task List (x 1400 y 500)
Dustman Embalming Charm (Lesser)
- Mortuary Reminder Message (x 730 y 925, on skeleton)
- Junk (x 1400 y 950)
- Needle & Thread (x 2800 y 1800)
- Junk (x 2900 y 1850)
- Iron Prybar (x 2050 y 2333)
- Dustman Request (x 1900 y 2333)
- 2 Clot Charms (x 1776 y 2363, locked)
33 Coppers
- Green Steel Knife (x 1990 y 1300, skeleton)
Rags
2 Clot Charms
- Iron Spike (any skeleton, really)
Club
Leather Strap
- Mortuary Sanctum Key (x 850, y 2000)
- Hammer (x 625, y 1475)
Experience: - Killing a Dustman
If you tell a Dustman that you are lost, or that you woke up
on a slab somewhere, they become suspicious, and you have to
put them down. Doing so gets you 15 exp for a memory (not a
strong memory it says), and 250 exp for the first dead
dustman. Every dustman afterwards is a mere 15 exp.
- Skeleton #42 (x 1990 y 1300, wandering)
We know from the memory on the previous floor that we left
some things in a zombie #42, but that was quite some time
ago, and that zombie is now a skeleton. Check out the
Dustman Request at (x 1900 y 2333) to learn of that. Then
go find #42 (x 1900 y 1300) and talk to him, he's wandering
around the eastern part of this chamber. You will think
that this is the skeleton that you remembered, and will
cross your arms and the skeleton will mimic you. Reach into
its chest and pull out an item, examine that item to get
some coppers, a knife, 2 clot charms, and some rags. You
get 250 exp for your trouble.
If you have a WIS of at least 13, you can puzzle this out
WITHOUT having gone through the memory at Ei-Vene.
- Opening the Ancient Copper Earring
Talk to the zombie in the southern room (#79, x 1670 y 2440)
and examine the "Fanged Circle", and you will notice the
similarities of that and the Ancient Copper Earring that you
possess. Now, examine the Earring (right click it, and
press USE), and now you can open it. You get 250 exp, and
can now use the Earring, and sell it for more coppers.
*ALIGNMENT*: Bugging the skeletons will make you more Chaotic. By
bugging, I mean asking them stupid questions about their
Smock, and whatnot.
Welcome to the Third Floor. If you get stopped by any Dustman, just claim
to be visiting Dhall and they'll let you go. Also, you can deconstruct the
skeletons here for some useless items (trust me, these items suck), so
don't bother unless you're bored. Finally when you talk to a Skeleton the
first time, Morte will wonder if he can "steal" the body of the skeleton.
And in case you're wondering, he can't! He's stuck as a head the entire
game (sorry to spoil it for you, but there it is).
*ALIGNMENT*: If you taunt Morte about being a simple skull, then it makes
you more Chaotic.
Note: You can deconstruct the skeletons if you have a Prybar, or a STR of
at least 13. It doesn't have any effect on your alignment.
In the far northern room, you can pick up a finger bone at (x 1800 y 500),
you will likely have to force the lock as you don't seem to be able to pick
locks yet. Find some junk, and take one. You'll need it later. (if you
must know, you use the junk to open a portal to get to Pharod)
Find Skeleton #42, and retrieve your items from it (see Experience above),
also check out Zombie #79 in the southern chamber to open the Ancient
Copper Earring (also see Experience above).
Go to the Southwest part of the room, and search the shelves at
(x 850, y 2000) for the Mortuary Sanctum Key. Use the key to open the
doors there (x 450 y 1370). If you've done everything you care to, go down
the stairs.
You'll be back on the second floor, so go down again to the first floor.
Area: AR0201, Mortuary Main Floor
Treasures: - Dustman Robes (x 1600 y 2600, Soego)
Bronze Bracelet
Jagged Knife
Mortuary Key
- Rune of Armor (Giant Skeletons)
Rune of Warding
Rune of Lesser Warding
Rune of Greater Warding
- Crescent Hatchet (x 2200 y 1100)
Experience: - Soego opens the Gate (x 1600 y 2600)
If you get Soego to open the gate for you, you get 500 exp.
- Deionarra helps you out (x 1040 y 1070)
You can get 1000 exp from Deionarra for regaining your Raise
Dead Ability (ask her about yourself), you also get 500 exp
for having her tell you about the Portal out of the
Mortuary.
- Giant Skeletons
In the center chamber there are 4 Giant Skeletons. If you
can figure out how to deconstruct them on your own, you get
500 exp. A zombie Southeast of them has a book that can
help you. Each skeleton is worth 800 exp to deconstruct,
plus they give you a Rune, which is considered a Spell
Scroll. You deconstruct the skeletons by examining them
carefully, examining the armor, then examine the symbols.
Then you Mar the runes maintaining the warding enchantment
first, then work backwards through the rune pattern.
When you first get to this floor, you will be accosted by a Dustman.
Either feign that you are lost, or snap his neck. You can take his Dustman
Robes to hide as a Dustman (so that other Dustmen don't bother you), but
they aren't really useful.
A little to the Southeast (x 1600 y 2600) you will find Soego, a weird
Dustman with a secret.
---------------------------------------------------------------------------
NPC: Soego (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
16/16 6 17 9 9 9 9 9 9
Soego is a Dustman with a secret, but you won't learn what that is until
later in the game (though Vaxis gave you a hint). Soego is the man to
talk to if you want to go out the front gate (he has the key), and you
can either kill him to get it, or talk him into opening it for you
(which gives you 500 exp as well). Tell him that you were here to see
Dhall, but that you can do it another time and he'll open the gate for
you. You can also point out to Soego that Vaxis is hiding as a zombie
for 250 exp.
If you try to snap his neck, he won't die, and you'll have to attack him.
You can only grab him if your Dexterity is at least 13.
If you tell him that you are lost, he'll start to call the guards, but if
your Charisma is at least 11 then you can talk him out of it.
*ALIGNMENT*: If you tell Soego that you woke up on a Slab upstairs,
you'll be more Lawful (but the reverse is NOT true, you
won't be more chaotic if you don't tell him).
If you ask Soego to let you out, but you've already stolen the Key (to do
that you would have had to already left and come back as a Thief), then
he calls the guards.
---------------------------------------------------------------------------
Don't leave the Mortuary yet, we still have one of the most important NPC's
in the entire game to talk to! Wander up the path to the left to (x 1040
y 1070) and talk to the Ghost of Deionarra.
---------------------------------------------------------------------------
NPC: Deionarra (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
32000/32000 -20 10 9 9 9 9 9 9
Deionarra was a love of yours some time ago, and travelled with you on
your earlier journeys. Now she's dead, and a little bitter about her
fate. Ask her who she is, claim that you feel the stirrings of a memory,
and then ask if she knows who YOU are, and continue talking about
yourself until you get the Raise Dead Ability and 1000 exp. Then ask her
if she can help you leave, then say that you are in danger, and you'll
get 500 exp for her answer on how to leave (which is the same way as
Vaxis' way to leave).
Say farewell, then ask her what her sight sees that yours does not, and
she'll give you a bit of a prophecy.
If you have at least 11 Charisma, or 12 Intelligence you can ask "'My
Love'? Do I know you?" after she first talks to you.
*ALIGNMENT*: If you lie to her and say that her name sounds familiar,
then you become both more Evil and more Chaotic.
Again if you have 11 Charisma or 12 Intelligence, you can pretend to feel
the stirrings of a memory.
If you simply ask to leave without explaining the danger you are in, she
will curse you, and vanish.
---------------------------------------------------------------------------
Now wander Southeast into the center of the area. There are 4 Giant
Skeletons here (don't attack them). If you're smart enough, you can simply
figure out how to deconstruct them on your own, otherwise continue to the
Southeast to find a zombie (x 3600 y 2000), talk to him, and steal his
book. That zombie always seems to wander around, but he should be about
where I said. (he's #732)
If you figure it out on your own (which requires a 16 INT), you get 500 exp
for figuring it out, and 800 exp for deconstructing the enchantment. You
deconstruct the skeletons by examining them carefully, examining the armor,
then examine the symbols. Then you Mar the runes maintaining the warding
enchantment first, then work backwards through the rune pattern. Each
skeleton will give you 800 exp for taking them apart, and give you a Rune.
*ALIGNMENT*: If you ask Morte if he'd like to attach himself to one of the
giant skeletons, then change your mind because you are
worried about Morte's safety, it will increase your Goodness.
We are done here for now, so either leave through the Portal (x 1400 y 450)
or the Front Gate (x 1040 y 2650). I'd recommend the Portal, but either
way is about the same.
Note: Be sure to come back here when you get the "Stories-Bones-Tell"
ability to talk to the zombies (I'll have another Mortuary Section
after you get that ability showing you which zombies to talk to).
Note: Your disguise (if indeed you are wearing one) will disappear when
you leave.
Area: AR0206, Crypt
Treasures: - 30 Coppers (x 440 y 600)
Note
We're here if we used the portal from the Mortuary. Just grab the coppers
(and take a look at the note if you want), and leave into the Hive.
-------------------------------------------------------------------------------
2. The Hive
-------------------------------------------------------------------------------
Note: The Hive is a set of 5 areas: The Mortuary Area (NE Hive), Smoldering
Corpse Bar Area (SE Hive), Alley of Dangerous Angles, The Market (SW
Hive), and the NW Hive. There are a lot of small things to be
accomplished in these areas, and I would suggest doing all of it as it
can be quite helpful. This walkthrough will be hitting everything in
the Hive in, hopefully, an efficient order.
-------------------------------------------------------------------------------
2.1 Hive, Mortuary Area
-------------------------------------------------------------------------------
Area: AR0200, Mortuary Hive Area
Treasures: - Cobblestone (x 1320 y 2800, zombie)
- Copper Earring (x 975 y 1450, Sev'Tai)
- 15 to 45 coppers (x 1000 y 2300, Baen)
Experience: - Learn the Dabus language
Find one of the Dabus in this area (the floating guys who
hammer on the walls), and talk to him. If you are smart
enough (at least 13 INT or 13 WIS) then you learn the
language of the Dabus and get 1000 exp.
If you have 13 INT, but less than 13 WIS you only get 500
exp.
- Pretend to be dead for Pox (x 2030 y 1830)
One of the services Pox will offer you is to smuggle you
into the Mortuary. One way to do it is to actually die, the
other is to simply pretend to be dead. Pox, of course,
wants to see just how convincing you are first, so you
pretend to be dead. If you have at least 13 Charisma, it
will work, and you get 500 exp. If you let him smuggle you
in, then you get another 500 exp.
- QUEST Sev'Tai's sisters revenged (x 975 y 1450)
You'll find Sev'Tai at the Dustmen memorial. Talk to her,
and discover that her 3 sisters were murdered by some
Chaosmen in the area to the south. You can lie, or kill the
Chaosmen to get 250 or 500 exp.
- QUEST Baen's message to Craddock (x 1000 y 2300)
You'll find Baen the Sender just north of the Gathering Dust
Bar. He wants your help in finding Craddock and giving him
a message. You'll find Craddock in the Marketplace Hive,
one area to the south, then one area west (x 2100 y 1040).
Deliver the message to Craddock and return for your reward
of 500 exp (and some Copper, how much is determined by your
Charisma, see below).
- QUEST Ingress (x 626 y 1200)
You'll find Ingress running around this area, if she isn't
at those coordinates... well... she's the one running.
Anyway she's been trapped here for some 30 years and needs
some help to get out. Agree to help her. Now head to the
Smoldering Corpse Bar (one area to the south), go in and
talk to Candrian (x 570 y 1150) the semi-transparent guy.
He'll agree to help her. Now go back to Ingress and tell
her about Candrian. Finally go back to Candrian to get your
reward: 750 experience and Ingress' Teeth
- The Post's Cobblestone (x 1320 y 2800)
Examine the zombie near the Gathering Dust Bar, and pull
the stone out of its head for 250 exp (and you get to keep
the stone).
- The Post shows the way to Pharod
Examine the zombie's Notices to find out that he points the
way to places (such as the Smoldering Corpse Bar to the
south), and then check out the graffiti on him to find a
message from Pharod. The Post will point to the west (and
down) and give you 500 exp.
- Harlot mentions Pharod
Talk to any Harlot here, and agree to pay their fee of 3 cp.
Ask them questions about Pharod, and get an answer for 250
exp. The information costs an additional 9 cp. Also, let
Morte have some fun with the harlot, and you'll have to pay
her again, but he'll get new taunts. (Plus it makes him
happier)
- QUEST Angyar's Dead Contract
Go into Angyar's house and talk with him. Be careful not
to provoke him, then talk to his wife. Carefully talk to
her (you can check out her NPC notes below) and find out
that Angyar sold himself to the Dustmen after he dies. She
asks for your help with this. Head over to the Gathering
Dust Bar, and talk to Mortai Gravesend. Convince him one
way or another (see the Gathering Dust Bar area below) to
give you the Contract (which is itself worth 500 exp) and
then take it to Angyar. Don't tell Angyar how or why you
got the Contract, just rip it up in front of him for 750
exp.
*ALIGNMENT*: If you tell Angyar "Consider this free" you
become more Good.
Also ask Angyar about Pharod, and he'll tell you where you
might find him for 500 experience.
One thing that you must worry about while in any city (Sigil or Curst) are
the Thugs. You will see them all over the place, "Hive Thugs", etc. They
will attack you occasionally, but are never that tough to beat.
Talk to Pox (x 2030 y 1830) to find out where Pharod is hiding. He'll also
give you information about Pharod's competitor, which can be important
later. Pox is also your way into the Mortuary (besides simply getting
killed somewhere in the Hive), and you can even get 1000 exp if you pretend
to be dead to get smuggled in. (see Experience above)
Wander over to the obelisk, and talk to Sev'Tai at (x 975 y 1450). Also
near the Obelisk are Quentin, and Death-of-Names. If you want, you can
talk to Death-of-Names and ask him to look up some dead people for you. Be
sure to try Adahn.
---------------------------------------------------------------------------
NPC: Sev'Tai (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
5/5 9 20 9 9 9 9 9 9
Talking with Sev'Tai you'll learn that her sisters were killed by some
Barking Thugs in the Hive, Smoldering Corpse area. You can volunteer to
help her out by killing 3 thugs to revenge her 3 sisters. So after that,
go south to the next area, and find the three thugs, kill them, and
return for your reward of 250 exp.
*ALIGNMENT*: If you say that "their actions were unjust" you become more
Lawful. If you ask for Coppers in exchange for killing
them you become more Evil. If you lie and say that you
killed them when you didn't, you become more Chaotic.
OR you could just lie to her and say you killed them when you didn't, but
that makes you more CHAOTIC and get 500 exp.
---------------------------------------------------------------------------
Somewhere to the south of the obelisk (he wanders) you'll find a Purple
Dressed Man named Baen the Sender (x 1000 y 2300).
---------------------------------------------------------------------------
NPC: Baen the Sender (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
5/5 9 20 9 9 9 9 9 9
Baen is a messenger, but hasn't had much luck finding his latest target.
He asks you to look for Craddock and deliver him a message. Agree to
help him, and he'll give you the message to deliver to Craddock. Return
after you have delivered the message (Craddock is in the SW Hive section,
in the marketplace) for 500 exp.
Your monetary reward depends on how high your Charisma is:
10 or less Charisma -- 15 coppers
11-13 Charisma -- 30 coppers
14 or greater Charisma -- 45 coppers
*ALIGNMENT*: If you ask for money for finding Craddock you become more
Evil, but if you don't ask for money, you become more Good.
---------------------------------------------------------------------------
Head north to find Ingress (x 626 y 1200). She often runs around the area,
but is usually found north of the obelisk (usually).
---------------------------------------------------------------------------
NPC: Ingress (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
8/8 8 20 9 9 9 9 9 9
Ingress is having a bad... 30 years, as she has been stuck in this plane
too afraid to go in any doorway for fear of being teleported in a portal
to some new hell. Offer to help her out. She is probably your first bit
of information on how this whole Portal System works.
*ALIGNMENT*: If you offer to help Ingress, you become more Good, if you
call her *mad* you become more Evil. And if you tell her
to "die afraid" when you leave, you become more Evil.
---------------------------------------------------------------------------
---------------------------------------------------------------------------
NPC: Annah (doesn't join ... yet)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
38/38 8 17 14 18 16 12 10 13
You can also find Annah here south of the Obelisk, but she won't join you
yet, and will just insult you, so there's really not much of a point
talking to her. If you ask her about where Pharod is, she'll just point
you in the exact opposite direction.
When discussing the price of her information, you can "Turn on the charm"
with her to lower the price, if your charisma is at least 14.
*ALIGNMENT*: If you've already been to the southwest (the Alley of
Dangerous Angles), you can accuse her of giving you
misinformation, but telling the truth here makes you Evil,
and bluffing makes you Chaotic.
---------------------------------------------------------------------------
Just west, and a little to the south of Annah is a zombie called The Post
(x 1320 y 2800).
---------------------------------------------------------------------------
NPC: The Post (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
12/12 8 19 9 9 9 9 9 9
The Post is just a zombie that stands there and acts as a living (so to
speak) bulletin board. Examine the zombie, and pry out the cobblestone
for 250 exp, and a cobblestone. Next examine all the Notices on his
body, and finish up by checking out the Graffiti. He'll have a message
from Pharod on him, and will point the way to Pharod, which also gives
you 500 exp.
*ALIGNMENT*: Pestering the corpse about how much worse it looks than you
makes you more Chaotic.
You must have at least 12 INT or 12 WIS to notice that he points the way
to various places. (although this isn't necessary to get the exp from
finding Pharod)
---------------------------------------------------------------------------
You can talk to one of the Harlots here if you want (see Experience above),
then head into the southeast corner, and into the house (x 3190 y 3500)
there.
Area: AR0103, Angyar's House
Talk to Angyar here, but don't provoke him. He won't have all that much to
say to you right now.
After you've talked to him, talk to his wife in the back.
---------------------------------------------------------------------------
NPC: Wife-of-Angyar (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
4/4 8 20 9 9 9 9 9 9
Ask her politely to calm down and answer some questions, then ask her
what is wrong, and she'll tell you about Angyar having sold his body to
the Dustmen. Find out where and who he sold himself to, and vow to help
them.
*ALIGNMENT*: If you tell her that "If you were going to call him, you
would have done so already." then you become more Evil.
And naturally if you threaten her life, you become both
more Evil and more Chaotic. (and she attacks you to boot!)
If you ask "If you tell me what's wrong, I might be able to
help.", then you become more Good. Offering to help them
also makes you more Good. When you return with the
contract if you demand payment, then you become more Evil.
---------------------------------------------------------------------------
When you return here with the Contract, give it to Angyar. See Experience
above for more information on that.
Now, go out, and head over to the Gathering Dust Bar (x 1100 y 3000).
Area: AR0205, Gathering Dust Bar
Experience: - Sign a death contract
For signing a death contract with any of the Dustmen you get
750 total experience, and whatever money you can convince
them to pay you. I'd sign with Mortai as you can get him
to pay you 100 coppers (see his NPC note below). If you
want to, you can sign with all three Dustmen, Mortai,
Emoric, and Coppereyes, and each will give you the 250 exp.
Due to a bug, Mortai still pays you 50 copper.
*ALIGNMENT*: If you sign more than one Dustmen's contract
then you become more Chaotic.
- QUEST Find out where Pharod gets his bodies (x 615 y 580)
Talk to Emoric about Pharod and he'll give you the quest to
figure out just how Pharod is coming up with so many corpses
to sell to the Dustmen. Return here when you know, and then
tell Emoric what you know for 2500 exp and 300 cp.
- QUEST Clear the Mausoleum for Norochj (x 1130 y 965)
Check out the ad on the zombie outside the bar to discover
that Norochj has a job for you. Talk to Norochj, and agree
to help him. Head out of the bar, and into the Mausoleum.
(see that section below for more information) Clear the
area, and return to Norochj for a reward: 1000 experience.
If your Charisma is at least 16 then you also get: 300
coppers and 3 bandages.
If your Charisma is between 13 and 15 then you get: 200 cp.
Anything lower and you just get the experience.
- Join the Dustmen (x 615 y 680)
Talk to Emoric about the Dustmen beliefs and then ask to
join the Dustmen. He will give you a task to perform, and
when that one is complete will give you another. The tasks
are: Talk to Norochj about the Mausoleum troubles, talk to
Awaiting-Death, talk to Sere the Skeptic, and find Soego.
Naturally these all can't be done right away (especially the
Soego bit). Each of these are listed separately below.
For finally joining the Dustmen you get 2500 exp.
If you already were a member of a Faction before joining the
Dustmen, you get only 1000 exp.
If you tell Emoric that you are immortal (if you have a WIS
of at least 13 you will be warned not to do this) you will
have to renounce your Dustmen membership.
*ALIGNMENT*: If you tell Emoric that you are immortal
anyway you become more Lawful.
Once joined, you can buy things from Emoric.
- QUEST Find the Thief for Norochj (x 1130 y 965)
The first task that Emoric gave you was to talk to Norochj,
do so, and he'll tell you about a thief pretending to be a
Dustman. Head out of the bar, and go one area down, and one
area left. There you will find Ash-Mantle (x 2230 y 1950),
who is your thief. Stop his thieving ways, and return to
Norochj for your reward of 750 exp.
If your Charisma is at least 16 you also get: 300 coppers,
and 3 bandages.
If your Charisma is between 15 and 13 you get: 200 coppers.
Anything less and you just get the experience.
Go back to Emoric to continue your initiation. (he gives you
no extra EXP though)
- QUEST Talk to Awaiting-Death (x 1185 y 1075)
The second task that Emoric gives you is to talk to the
initiate Awaiting-Death. Talk A-D out of his suicidal
leanings (see his NPC section below for more information) to
get 500 exp.
Return to Emoric for another 250 experience, and to continue
your initiation.
First thing's first while we're in here, go talk to Mortai (x 1050 y 650)
and ask him about Angyar's contract. There are several ways to handle this
quest, of course. If you have a forged Dustmen Contract, you can ask to
see Angyar's contract, then if you have at least 14 DEX or 36 Pickpocket,
then you can switch the Contracts. Or, if you have heard about the Dustmen
Philosophy, you can ask to settle the contract, tell him that it is tearing
Angyar's life apart, which will prevent him from reaching the true death,
and that he must hold the Dustmen in contempt to do this. Either way you
get 500 exp.
*ALIGNMENT*: If you try to BLUFF Mortai by telling him that you will
slaughter him, you become more Chaotic. If you TRUTH Mortai
that you will kill him, you become more Evil.
Once you've done that, go give Angyar his contract (just rip it up in front
of him, check out Experience about for more info on that), and come back.
---------------------------------------------------------------------------
NPC: Mortai Gravesend (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
7/7 8 19 9 9 9 9 9 9
There are a couple more things to do with Mortai beyond simply forcing
him to give you Angyar's contract. Namely, you can sign a Dustmen Death
Contract (the same thing that you just got Angyar out of). The best way
to go about this is to first ask Mortai about Pharod, and from there ask
about Emoric. Now tell Mortai that you were thinking of signing a
Contract with Emoric, and Mortai will raise the rate of the Contract to
100 coppers. Also for signing the Contract you get 500 exp. When you
finish signing the contract you get another 250 exp.
---------------------------------------------------------------------------
Now that we've mentioned Emoric, we should go talk to him. He's the one
at (x 615 y 680) with the zombie bodyguards.
---------------------------------------------------------------------------
NPC: Emoric (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
35/35 8 18 9 9 9 9 9 9
Emoric is the man to talk to if you want to join the Dustmen faction, so
ask him about the Dustmen, then ask to join. (trust me) Tell him that
you have no *desire* to join the dustmen, just that you believe what they
believe (this option ONLY comes up if you already know the Dustmen's
philosophy). He will ask you to recite the beliefs of the Dustmen, then
ask if you believe it. You may want to say that Truthfully you don't
entirely believe it, but that with time belief may grow (as that helps
your lawful alignment). He tells you to talk to Norochj for testing.
You can sign another contract with Emoric if you want, but if you've
already signed with someone else (either Mortai or Coppereyes), then that
effects your alignment.
*ALIGNMENT*: If you lie and say that you believe the Dustmen philosophy,
then you will be more chaotic. If you say truthfully that
you don't entirely agree with their philosophy you become
more Lawful. If you sign more than one Contract, then you
become more Chaotic.
Also ask Emoric all about Pharod. He'll tell you that Pharod isn't very
well liked right now, and that he is collecting very very dead corpses
(you can only ask about the Bodies if you have at least 13 Int). Offer
to track down Pharod for him and he'll give you that QUEST. Return later
to pick up your reward of 2500 exp and 300 cp.
*ALIGNMENT*: If you tell Emoric the Truth after promising Pharod that
you wouldn't tell, then you become more Chaotic, otherwise
you become more Lawful. If you lie to Emoric you also
become more Chaotic.
Be sure to return to Emoric after you complete each task he gives you to
join the Dustmen, as he'll give you extra EXP and eventually you'll join
the faction. (which gives more EXP, see Experience above)
Joining the Dustmen gives Nameless One a +4 AC boost vs. Undead, because
of the Dead Truce. (from Platter)
---------------------------------------------------------------------------
Next talk to Norochj at (x 1130 y 965).
---------------------------------------------------------------------------
NPC: Norochj (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
7/7 8 20 9 9 9 9 9 9
Tell Norochj that Emoric sent you and he'll tell you that there is a
thief running around posing as a Dustman. You'll find the fake Dustmen
in the SW Hive near the marketplace. You can't miss him, he looks like a
dustman, and his name is Ash-Mantle. (x 2230 y 1950, but he wanders)
Take care of him, and return (you can check out that section for more
information) for 750 experience. With 16 Charisma you also get 300
copper and 3 bandages, between 13 and 15 gets 200 copper.
Also with Norochj you can take on his Mausoleum QUEST (see Experience
above and the Mausoleum walkthrough below). This comes up either through
having seen his Ad on the Post outside or asking why he is troubled.
Depending on your Charisma, you'll also get bonus rewards with Norochj,
16 and above getting an extra 300 copper and 3 bandages, between 13 and
15 getting 200 copper.
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Talk to Emoric again, and he'll point you in the direction of another
Dustman, this time, Awaiting-Death (x 1185 y 1075).
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NPC: Awaiting-Death (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
2/2 10 20 9 9 9 9 9 9
Awaiting-Death is, you guessed it, awaiting his own death. He wants to
die. Talk to him, and he won't say anything until you make as if to go,
then he'll talk to you. If you've signed a contract with someone, he'll
ask you why you did it. Whatever you tell him you'll get similar
results, he wants to die.
*ALIGNMENT*: If he asks why you signed the Contract you say 'Truth:
"Well, considering that death and I aren't on speaking
terms anymore, I considered it a no-lose proposition."',
then you become more Chaotic.
Beyond this point there are a bunch of different ways to complete the
Awaiting-Death subplot. If you've died once already, you can tell him
what lies on the other side. Or if you want, you can kill yourself to
show him the "power" of death. You can even ask him why he hasn't killed
himself yet, and he'll ask you to do it for him. (If you refuse to kill
him, he won't talk to you ever again) He'll give you money, and you
can strangle him. He'll make as if he wants to live, free him. Turns
out he wants to live.
*ALIGNMENT*: If you ask for money in exchange for killing him, you
become more Evil. If you take his money and run without
killing him (now THERE's a thought), then you become more
Chaotic and more Evil. If you actually go through with
killing him you become more Evil and Chaotic. (also you
don't get as much EXP, and everyone in the bar attacks you)
If you keep his money after freeing him, you become more
Chaotic, if you give it back, you become more Lawful.
For your trouble you get 500 exp.
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Go back to Emoric, and tell him that you completed the Awaiting-Death
quest, and he'll ask for your thoughts on the boy. Tell him what you will,
it makes no difference. Emoric gives you an extra 250 exp, and tells you
to talk to Sere now (x 1230 y 635).
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NPC: Sere (doesn't join)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
2/2 10 20 9 9 9 9 9 9
Sere immediately thinks that you crawled out of a crypt. (well LOOK at
you!) Tell her you didn't and she will tell you of Hamrys. Ask her
about Hamrys and his father (it could come in handy later). If you have
at least 11 Charisma, you can joke with her instead.
To get her to reveal her doubts, tell her that you are "fresh from the
mortuary." Ask her if she afraid of dying and she says that she is.
Ask her what caused this crisis of faith (available if you have 13 WIS or
talked to Emoric earlier).
*ALIGNMENT*: When she asks 'what do you see' in the bar, if you answer
'a bunch of fun-loving dustmen' then you are more CHAOTIC.
When she asks for you to tell her how old she looks, if you
say 'Truth: Old' you are more LAWFUL. If you 'Let her down
gently' then you are more GOOD. If you 'Lie out of
kindness' you are more CHAOTIC and more GOOD.
Listen to her story. Once you are done listening she asks for your
advice. Whatever you advise you get 500 experience.
Later, if you have joined the anarchists you can try to convert Sere to
your cause. If you have talked with her before, and know of the Dead
Contracts you can easily convince her to do it (1000 experience).
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Return to Emoric and apprise him of the results. This gets you another
500 experience. He then tells you to find Soego, who has suddenly left the
Mortuary, and find out what is wrong with him. You won't find Soego for
some time.
Area: AR0208, The Mausoleum
Treasures: - Rags (x 3690 y 590)
- 2 Bandages (x 3620 y 700)
- Clot Charm (x 3820 y 775)
- 11 Copper (x 3875 y 1175)
- 3 Bandages (x 2060 y 3100)
- Heart Charm (x 1900 y 3000)
- 2 Bandages (x 2600 y 2140)
- Bone Charm (x 3600 y 1600)
- Rags (x 3575 y 1470)
- Bandage (x 3100 y 1150)
- 7 Copper (x 1740 y 1540)
- Silver Ring (x 333 y 2000)
After talking with Norochj, you are given the assignment to clear out the
Mausoleum of intruders. In the slums, you will find the portal into the
Mausoleum in the top middle of the map (x 600 y 1025).
Enter and talk to the Guardian Spirit. It would seem that you |