Sie sind auf Seite 1von 161

Planescape: Torment: FAQ/Walkthrough by DSimpson Version: 2.

01 | Last Updated: 2009-04-25 | View/Download Original File Hosted by Return to Planescape: Torment (PC) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. _______________________________________________________________________________ . ` `... `.....` P L A N E ** S C A P E ` ` `.. ` `...`....` `.. `.. `. `... `...``..``...``.....` `...`. . `.. `.. `.. `.. `.. . `.. `. `.. `.. `.. `.. `.. `.. `.. `.. `..`.` `.. `. `.. `.....` `.. `.. `.. `.. `.. `.. `.. `. `.. `. `.. `.. `.. `.. `.. ``..` `.. `... ` `... `. `.. `.....` `... `.. .`.. `. : ` _______________________________________________________________________________ Planescape: Torment (PC) FAQ/Walkthrough April 24, 2009 Version 2.01 Written by: Dan Simpson Email: dsimpson.faqs@gmail.com Use this subject: Torment v 2.01 (emails with improper subjects will be ignored!) 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.supercheats.com/ http://www.neoseeker.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 2000-2009 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 2.01: Some minor fixes. For a complete Version History, check out the Final Words Section at the end of the FAQ.

Table of Contents: To navigate quickly, double click the code, press CTRL-C, then CTRL-F, CTRL-V and ENTER! i. ii. iii. iv. v. vi. [NTRDCT] [TWKNGT] [CRTNGN] [NPCMPN] [LGNMNT] [GNRLST] Introduction Tweaking Planescape: Torment Creating a new Nameless One Companions Alignment General Strategies

[FRQNTL] Frequently Asked Questions [WLKTHR] Walkthrough 1. 2. 2.1 2.2 2.3 2.4 2.5 3. 3.1 4. 5. 5.1 5.2 5.3 6. 7. [MRTRYY] [THHVVV] [HVMRTR] [HVSMLD] [HVMRKT] [HVNWSR] [LLYFDN] [RGPCKR] [TRSHWR] [BRDVLL] [CTCMBS] [DDNTNS] [DRWNDN] [WRRNSF] [PHRDSN] [LVNGTH] Mortuary The Hive Hive, Mortuary Area Hive, Smoldering Corpse Area Hive, Marketplace Hive, Northwest Area Alley of Dangerous Angles Ragpicker's Square Trash Warrens Buried Village Catacombs Dead Nations Drowned Nations Warrens of Thought Pharod's Answers Leaving the Hive

8. 9. 9.1 9.2 9.3 9.4 10. 11. 11.1 12. 13. 13.1 13.2 14.

[THLWRW] [THCLRK] [FNDRYF] [NMLSSN] [MDRNCB] [NDRSGL] [RVLSMZ] [CRSTCR] [CRSTPR] [THTLND] [CRSTRV] [CRCRZI] [SGLRVS] [FRTRSS]

The Lower Ward The Clerk's Ward Foundry of the Godsmen Nameless One's Maze Modron Cube UnderSigil Ravel's Maze Curst Curst Prison The Outlands Curst Revisited Carceri Sigil Revisited Fortress of Regrets

[PPNDCS] Appendices A. B. C. D. E. [GLSSRY] [DKKNSK] [CHRCTR] [NLNRSC] [STRNGT] Glossary of Terms Dak'kon's Karach Blade's Many Forms Character Sounds Online Resources Strange Things

[FNLWRD] Final Words... Credits Version History Stinger ------------------------------------------------------------------------------i. [NTRDCT] 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? In the guide I use a coordinate system (x,y). To find out the coordinates located at your mouse cursor, press L.

------------------------------------------------------------------------------ii. [TWKNGT] Tweaking Planescape: Torment ------------------------------------------------------------------------------Yes, PS:T runs on Vista. The latest official patch can be found here: http://www.sorcerers.net/Games/Torment/index_misc.php Torment is still a fairly buggy game, even after the official patch. Several efforts have been made at making an "unofficial patch." What would appear to be the best of these is the PS:T Ultimate WeiDU Fixpack by Qwinn. This incorporates many of the older "fixpacks" by Platter and SKARDAVNELNATE, as well as many new fixes. You can find it here: http://www.spellholdstudios.net/ Also at the Spellhold Studios site you will find Qwinn's Tweak Pack, and the Unfinished Business mod that restores content that Black Isle cut from the game before release. These tweak packs include most restorations done by earlier modders, such as Platter. Note: If you do install the tweak pack or Unfinished Business, things will happen differently than I have written in the walkthrough. Qwinn was nice enough to send some of the fixpack and Unfinished business changes over, and those have been placed in the walkthrough. If you have a widescreen monitor, also try the Widescreen mod: http://gibberlings3.net/widescreen/ Then there is GhostDog's fabulous new UI for PS:T, which you can find at the Spellhold Studios link above. Works great in conjunction with the widescreen mod. With all this, you'll get a shiny new game! ------------------------------------------------------------------------------iii. [CRTNGN] 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 gain, 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. Finally, stats can also be increased through special dialogue options in the game. 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, 13+) 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 HPs 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 all its benefits 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: STR DEX CON 9 9 9 + 2 Here's where I'd add: Here's your new Stat: 9 11 9

INT WIS CHA

9 9 9 ------54

+ + +

6 9 4 ------21

15 18 13 ------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 CRPGs. A lot of experience (and other fun bonuses) can simply be gained in conversation, but only if you have good enough stats for it. 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 even 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. _____ Class The Nameless One starts the game as a Fighter. Later in the game, you can find trainers to switch your class to either Mage or Thief, or back to Fighter. This isn't multi-classing in the regular AD&D sense. You completely change over to that class. ____________________ 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 12th Mage: 7th 12th Thief: 7th 12th + 1 DEX + 2 DEX, + 1 Luck + 1 INT + 2 INT, + 1 WIS, + 5 Lore + 1 STR, able to have 4 proficiency in a weapon + 1 STR, + 1 CON, + 3 HP, able to have 5 proficiency

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 savegame editor (see http://www.teambg.eu/ for one). Other Places the Nameless One Can Gain Extra Stats: Mortuary, Starting Level Smoldering Corpse Tavern Drowned Nations, Tomb Lower Ward Mortuary, after Dead Nations Clerk's Ward ------Ei-Vene O Tear of Salieru Dei Sebastian Xachariah's Heart Nemelle ------MaxHP +1 WISDOM +1 CONSTITUTION +1 CHARISMA +2 DEXTERITY +1 MaxHP +3

Clerk's Clerk's Clerk's Godsmen Ravel's

Ward, Brothel -- Vivian Ward, Vrischika's Shop -- Tear of Salieru Dei Ward, Festhall -- Qui-Sai Foundry -- Sarossa Maze -- Ravel

------

Curst Prison Carceri Warehouse Fortress of Regrets Fortress of Regrets Fortress of Regrets

-- Vhailor

--

-- Ancient Scroll --- Practical Incarnation --- Paranoid Incarnation --- Good Incarnation --

CHARISMA +1 CONSTITUTION +1 AC +1 WISDOM +1 WISDOM +1 INTELLIGENCE +1 MaxHP +3 WISDOM +1 or 2 STR +1,2 or 3 DMG +1,2 or 3 Any STAT +2 WISDOM +1 INTELLIGENCE +1 STRENGTH +1 CONSTITUTION +1 WISDOM +1

Max Total Possible: (ancient scroll can give a +2 anywhere) Strength Dexterity Constitution Intelligence Wisdom Charisma AC MaxHP +4 +1 +3 +2 +7 +3 +1 +7 (6) (3) (5) (3) (9) (5)

Some places to Lose Stats: you get Ignus -- spells, fire resistance Pillar of Skulls -- answers -- Morte returned 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 Tattoo Tattoo Tattoo Tattoo Tattoo Tattoo Tattoo Tattoo Tattoo of of of of of of of of of of Action/of Greater Action Might/of Greater Might Health/of Greater Health Warding/of Greater Warding Presence/of Greater Presence Insight/of Revelation the Spirit/of the Soul Enduring/of Greater Enduring Accuracy Bloodletting you lose -- -7 MaxHP (total) -- -15 MaxHP -- -5 MaxHP

[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" Note: You can get this even if Vhailor kills Trias. * 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. ------------------------------------------------------------------------------iv. [NPCMPN] Companions ------------------------------------------------------------------------------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: Upgraded Stats: HP 20/20 AC 4 THAC0 19 Str 12 16 Dex 16 18 Con 16 18 Int 13 13 Wis 9 9 Cha 6 6

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: Upgraded Stats: HP 33/33 AC 6 THAC0 18 Str 17 18 Dex 16 18 Con 16 18 Int 13 13 Wis 13 13 Cha 13 13

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. Strange as it is, when both of them have exactly 20 CON, Dak'kon actually does regenerate slightly faster than TNO. Weird, I know. TNO regens faster at all other CON values. [from Qwinn] 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 38/38 AC 4 THAC0 17 Str 14 Dex 18 Con 16 Int 12 Wis 10 Cha 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, and most notably she was Bastila Shan in KotOR) Cleric Lawful Neutral Stats: HP 42/42 AC 2 THAC0 16 Str 13 Dex 16 Con 16 Int 16 Wis 16 Cha 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 28/42 AC 5 THAC0 18 Str 13 Dex 16 Con 20 Int 19 Wis 8 Cha 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 60/60 AC 4 THAC0 15 Str 16 Dex 16 Con 16 Int 16 Wis 8 Cha 8

Upgraded Stats: How to Get:

18

17

18

18

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 theseselves 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 100/100 AC 2 THAC0 Str Dex 12 18/51 13 Con 18 Int 10 Wis 10 Cha 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 Ravel Strahan/Fhjull Transcendent One Trias Michael T. Weiss (Jarod from the Pretender) Flo Di Re (minor character actor) Tony Bumpass (does a lot of tiny roles in many things) Tony Jay (Kresselack in Icewind Dale) John De Lancie (who played Q on Star Trek)

(Voice over information from the Internet Movie Database, http://www.imdb.com/) ------------------------------------------------------------------------------v. [LGNMNT] 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. 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.

Evil:

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 characters believe in the balance between law and chaos, but they lean towards performing good actions. -- Chaotic Good characters aren't concerned with structure or order. They are individualists who tend toward performing acts of kindness. -- Lawful Neutral characters believe in order over all other concerns. -- 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. -- 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. -- 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.

Neutral Good

Chaotic Good

Lawful Neutral True Neutral

Neutral Evil

Chaotic Evil

------------------------------------------------------------------------------vi. [GNRLST] 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. This was fixed in my Fixpack version 3.0. All stores that provided an infinite money exploit no longer do so. With very high CHR, the buy and sell price will be equal at best. [from Qwinn] 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. This exploit will be fixed in my Fixpack version 4.0. [from Qwinn]

TNO kept the best THACO of his 3 classes no matter what class he switched into. In my Fixpack, this is no longer the case. When he switches to level 3 mage, he has the THACO of a level 3 mage, even if he has 15 fighter levels. "I wish to abandon the Way of the Sword" actually means something now, and no more munchkin level 15 fighters switching to level 3 mage, keeping all the advantages of a fighter and getting to use the much higher AC items of a mage, totally messing up class balance). [from Qwinn] 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 Dak'kon Fighter Mage Annah Fighter Thief Fall-From-Grace Nordom Vhailor Ignus -- 9 or 10 -- 5 -- 2 -- 5 -- 3 -- 7 or 8 -- 9 or 10 -- 9 or 10 -- 4

At 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. Two notes. 1. Thieves and mages actually get a full hit die until level 10 inclusive, fighters and clerics until level 9. 2. The fact that you continue to get a CON bonus after that is a bug, and contrary to 2nd edition AD&D rules. This is a big reason why the later game appears too easy to many (my TNO had 325 hp when he confronted TO!) and will be fixed in my Fixpack v4.0. [from Qwinn] In my Fixpack, as per the game manual, you gain 1-10 hp per level when TNO levels his highest class, regardless of what class it is. (So, basically, TNO always gains hit points as a fighter). He no longer gains 1 hp when leveling a class other than his highest. Chris Avellone, incidentally, agreed that the way HP is gained in the unmodded game was a bug/not intended. [from Qwinn] 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.

=============================================================================== [FRQNTL] Frequently Asked Questions =============================================================================== Q: Are there in-game cheats like there were for Baldur's Gate? A: No. Q: Can the Nameless One ever wear armor? Or am I permanently stuck with just 'tattoos'? A: No, you can't wear armor, but there are so many really cool tattoos in the game, that you don't really need armor. Plus, you can't really DIE, so armor just isn't that important.

Q: But I really, really want armor! Where is it? Tell me! A: Um... Q: How can I read Fall-From-Grace's Diary? Can I read it if she dies? A: You can't. A lady must have her secrets, you know. Also if she dies, she takes her Diary with her into the afterlife, so no you can't read it. Q: Who is this 'Adahn' fellow I keep claiming to be? Is that the Nameless One's real name? A: No, it's not his real name, just the name he likes to pretend to be. If you claim to be Adahn in conversation about 10 or 11 times (unique times, you can't just keep saying it to one person), then in the Smoldering Corpse Bar, Adahn WILL appear! He's nothing more than a figment of your imagination given reality based on nothing more than you claiming to be 'Adahn'. Weird. The best place to try this is in the Mortuary. Each of the generic Dustmen will ask why you are there, and you can say that you are there to see 'Adahn'. Q: I have the Unfolding Portal, but it says that I need the key. What is the key? A: The key is Kessai-Serris's blood on a handkerchief, and you can get that in the brothel where you met Fall-From-Grace. Q: How do I get into the Siege Tower? A: Talk to the guy by the furnace in the Marketplace in the Lower Ward (his name eludes me) and he'll mention the tower eventually, and tell you that to get in, you must suppress all desire to enter. Wander over to the right side of the tower, and there will be a drawbridge, go on it, and it will ask you a question, you respond by saying "suppress all desire to enter" and enter the portal.

=============================================================================== [WLKTHR] 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. [MRTRYY] 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 Scalpel Preparation Room Key Receiving Room Logbook Fist Irons 13 Copper Commons Rule of Three Earring Bandage Dhall's Quill Pen Receiving Log Page Bandage Left Arm #985 Embalming Fluid Bandage Ancient Copper Earring Embalming Fluid Some rags for cleaning 2 bandage (x (x (x (x (x (x (x (x (x (x (x (x (x 1400 y 2100) 900 y 2300) 1250 y 2866, on zombie) 600 y 1000) 700 y 850) 1080 y 950, on a zombie) 830 y 1070, on a zombie) 1330 y 1250, on Dhall) 2090 y 930, on a zombie) 3250 y 600) 2934 y 1290) 3435 y 2145) 3050 y 2000, locked)

(x 3200 y 2215) (x 2193 y 2656)

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 20/20 AC 4 THAC0 19 Str 12 Dex 16 Con 16 Int 13 Wis 9 Cha 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 4/4 AC 10 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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, 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 4/4 AC 10 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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 6/6 AC 8 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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 Needle & Thread Bandage Bone Charm Corpse Fly Charm 33 Coppers Clot Charm Mortuary Task List Dustman Embalming Charm (Lesser) Mortuary Reminder Message Junk Needle & Thread Junk Iron Prybar Dustman Request 2 Clot Charms 33 Coppers Green Steel Knife Rags 2 Clot Charms Iron Spike Club Leather Strap Mortuary Sanctum Key Hammer (x (x (x (x 3320 2150 1950 1800 y y y y 1250) 850) 450) 500, locked)

(x 1650 y 500) (x 1400 y 500) (x (x (x (x (x (x (x 730 y 925, on skeleton) 1400 y 950) 2800 y 1800) 2900 y 1850) 2050 y 2333) 1900 y 2333) 1776 y 2363, locked)

(x 1990 y 1300, skeleton) (any skeleton, really) (x 850, y 2000) (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. (requires 13 DEX) 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) In my Fixpack v3.0, two relevant changes were made. Most locks were upgraded, as their difficulty in the original game was seriously trivial and easily bashed, making the thief open lock skill virtually useless. That includes the cabinet with the finger bone. TNO's with a high strength may still be able to bash it unaided, but for those with a low strength, they will -actually need- the prybar, which now provides a +10% bonus to Bash attempts as its description and several notes lying around the mortuary imply, to open it. [from Qwinn] 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 Bronze Bracelet Jagged Knife Mortuary Key - Rune of Armor Rune of Warding Rune of Lesser Warding Rune of Greater Warding - Crescent Hatchet (x 1600 y 2600, Soego)

(Giant Skeletons)

(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 16/16 AC 6 THAC0 17 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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 32000/32000 AC -20 THAC0 10 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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 Note (x 440 y 600)

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. [THHVVV] 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 [HVMRTR] Hive, Mortuary Area ------------------------------------------------------------------------------Area: AR0200, Mortuary Hive Area Treasures: - Cobblestone - Copper Earring - 15 to 45 coppers (x 1320 y 2800, zombie) (x 975 y 1450, Sev'Tai) (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 Note that, without my Fixpack, Ingress's quest can easily get bugged. If you interrupt your conversation with her and then resume it, the quest can get reset to a previous state and actually drop off your quest log without being either completed or failed. So if you don't have my Fixpack, make sure not to preemptively end any conversations with her. [from Qwinn] - 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 5/5 AC 9 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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 5/5 AC 9 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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 8/8 AC 8 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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 38/38 AC 8 THAC0 17 Str 14 Dex 18 Con 16 Int 12 Wis 10 Cha 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 12/12 AC 8 THAC0 19 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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 4/4 AC 8 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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. Note: This bug was fixed in my Fixpack 1.0. [from Qwinn]

*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 13 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 7/7 AC 8 THAC0 19 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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 35/35 AC 8 THAC0 18 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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 7/7 AC 8 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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. --------------------------------------------------------------------------Talk to Emoric again, and he'll point you in the direction of another Dustman, this time, Awaiting-Death (x 1185 y 1075). --------------------------------------------------------------------------NPC: Awaiting-Death (doesn't join) Stats: HP 2/2 AC 10 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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. --------------------------------------------------------------------------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). --------------------------------------------------------------------------NPC: Sere (doesn't join) Stats: HP 2/2 AC 10 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 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). --------------------------------------------------------------------------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 - 2 Bandages - Clot Charm - 11 Copper - 3 Bandages - Heart Charm - 2 Bandages - Bone Charm - Rags - Bandage - 7 Copper - Silver Ring

(x (x (x (x (x (x (x (x (x (x (x (x

3690 y 590) 3620 y 700) 3820 y 775) 3875 y 1175) 2060 y 3100) 1900 y 3000) 2600 y 2140) 3600 y 1600) 3575 y 1470) 3100 y 1150) 1740 y 1540) 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 are not the

first to enter the Mausoleum. Agree to find this intruder for the Spirit. He tells you that the dead are restless and may attack you. (if you did choose to fight the Spirit, it is worth 1000 experience, but that is less than what you get if you complete its quest) Go right, there will be a Magic Missile trap along the passage, but don't worry about it. You will quickly find 4 or so skeletons near some open graves (x 3700 y 600). Kill them (65 exp each) and search the crypts. Go down, there will be another crypt, keep going south. Soon the passage turns left, go that way until you bump into more skeletons getting out of their crypts (x 2060 y 3100). Again, search the crypts. Keep going left. Just past the path that goes north you will find a giant skeleton (175 exp), (x 700 y 3030). Further left is the passage to the Inner Chamber, which is where we want to eventually end out, but not right now. Take the path north. When the path splits in two, take the right path. This path quickly splits again, take the northern path (x 2020 y 2235). Here are more skeletons crawling out of their graves, put them back in. One of the graves has some items. Continue up, then right. (you may see another Giant Skeleton here) A couple of open crypts here. Further up you will find a passage that leads elsewhere on this level. Go back down, and to the left, then take the passage up (x 2800 y 1600). When you get the option of going up or down, go down to find more skeletons and a crypt. Go left, down and then left again. Search the final crypt, then head over to the entrance to the Inner Mausoleum. Area: AR0209, Inner Mausoleum Treasures: - Scroll of Ice Knife Bracelet Rusty Knife - Strahan's Diary Scroll of Strength Scroll of Chromatic Orb Dagger

(on Strahan) (x 460 y 500)

--------------------------------------------------------------------------NPC: Strahan Runeshadow (hostile) Stats: HP 25/27 AC 7 THAC0 18 Str 9 Dex 15 Con 9 Int 17 Wis 13 Cha 16

Strahan knows that you are an immortal, and seeks your blood for no doubt nefarious purposes. Nothing you say to Strahan will prevent a battle from breaking out. Do your best to kill him. (975 experience) Once he is dead, all his skeletons die with him. Search his body to find his treasures: Scroll of Ice Knife, Bracelet, Rusty knife. --------------------------------------------------------------------------Search Strahan's podium over to the left to find some more treasures. Leave this area and the Spirit will reward you with 2000 experience. You can then leave the entire Mausoleum. Return to Norochj for a further reward (which varies based on Charisma, see the Norochj NPC above). -------------------------------------------------------------------------------

2.2 [HVSMLD] Hive, Smoldering Corpse Area ------------------------------------------------------------------------------Area: AR0400, Smoldering Corpse Area (AR0400) Experience: - Damsel in Distress (x 2050 y 800) When you run into the Damsel in Distress, if you have at least 14 INT, then you can tell that she isn't really in "distress," which gets you 500 experience, but makes you either more EVIL or CHAOTIC. - Mourns-for-Trees (x 2220 y 570) Talk to Mourns-for-Trees and agree to BELIEVE in his trees to get 500 experience. If you can convince 3 other people (your companions) to believe as well you can get another 500 experience. - Drunken Harlot (x 1990 y 1840) A Drunken Harlot near the Smoldering Corpse entrance will attempt to pickpocket you. If you have 16 Wisdom, 10 Pickpocket skill or Annah in the party you can notice. Watch her technique for a range of experience: Wis 13, Int 13 or greater -- 750 experience, +1 pickpocket Wis 13 to 15 -- 1000 experience, +3 pickpocket skill Wis 16 or higher -- 1250 experience, +5 pickpocket skill Then if you catch her wrist (13 DEX required) you can snap her neck for another 250 experience. - Join the Chaosmen (x 3530 y 1630) This is not covered in the main walkthrough as I don't recommend doing it. Once you have become a Chaosman, you will probably never become Neutral again (much less Lawful). In order to get all the dialogue options to even appear, you must be fairly CHAOTIC to start with. Go up to Barking Wilder and Growl at him. Then Snarl at him. Improvise a Song. Then say "join the can I the chaosmen" and he will let you join. (1000 experience if you haven't already joined a faction) Do that same thing again (ask to join again), and when he points out that you already are a member. Say "Exactly" and you get another 2000 experience. *ALIGNMENT*: Doing pretty much anything with Barking Wilder will make you VERY, VERY CHAOTIC. - Barking Wilder and your Journal (x 3530 y 1630) To the right of the Smoldering Corpse, you will find a crazy Chaosman by the name of Barking Wilder. Talk to him, and avoid saying anything crazy (else your alignment becomes more Chaotic) Ask him about your journal for another 1000 experience. (x 2050 y 800) In the northern part of this area you will find a Damsel in Distress. She asks for your help, then lures you into a trap. Fight off the goons and take their items. The Damsel will run away. (If your INT is at least 11, you will notice holes in her story when she talks to you, you

can get 500 exp out of this, but you will change alignment) *ALIGNMENT*: Once you have revealed the Damsel's treachery (with your high INT), if you 'Truth' threaten her, you become more EVIL. If you 'Bluff' threaten her, you become more CHAOTIC. Further right (x 2900 y 850) you will find the Starved Barking Dog Thugs, whom Sev'tai wanted you to kill for revenge. Each of them is worth 175 exp and have minor treasures. Kill three of them, then return to Sev'tai for a reward. (250 exp and a copper earring) *ALIGNMENT*: If you start howling with the Barking Dog Thugs then you become more CHAOTIC. Snarling does the same thing. --------------------------------------------------------------------------NPC: Mourns-for-trees (doesn't join) Stats: HP 3/3 AC 10 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

At the top of this area you will find the ubiquitous Mourns-for-trees who is literally right now, mourning for trees. (x 2220 y 570) He asks you how you are. *ALIGNMENT*: If you reply that 'it doesn't really matter', then you become more CHAOTIC. Ask him how he is and he is very sad, his trees are dying, and there isn't much he can do about it... by himself. *ALIGNMENT*: If you agree that it IS sad that the trees are dying, then you become more GOOD. If you say 'all things die', then you become more CHAOTIC. If you say that trees are useless you become more EVIL. If you tell him that it is sad that the trees are dying, he wants to tell you something, but waits for you to ask questions. Ask him what he was going to say. Listen to him. He says that if enough people CARE about the trees, then they will live. *ALIGNMENT*: If you say that 'that makes no sense' then you become more LAWFUL. He then asks if you will help him out and BELIEVE in his trees. Doing so gets you 500 experience. *ALIGNMENT*: Saying 'Truth: I'll help' makes you more GOOD. Lying that you will help makes you more CHAOTIC. If you have more people in your party you can ask them to BELIEVE in his trees as well: Morte -- Says that he will help. However, if you have a Wisdom of at least 13 then you are suspicious and ask him again. Annah -- Getting Annah to care about trees requires that you have a Charisma of at least 16. Ignus -- Don't ask Ignus to help, as he will want to burn the tree. (letting him burn the tree makes you much more EVIL)

Grace -- Does it when asked. Dak'kon -- If ordered to help the trees (if you discovered that he is your slave), then his Morale will decrease. Simply asking him works. Nordom -- Requires that you have 15 INT to figure out the way to tell Nordom how to save the trees. Vhailor -- won't help the trees. Ask him how the trees are doing. When you get 3 companions to believe for the trees you get 500 experience. --------------------------------------------------------------------------Go right then down. Talk to Barking Wilder (x 3530 y 1630) about your journal for a quick 1000 experience. (if you want to join his faction, the Chaosmen, then see the Experience above) He mentions having seen it at the Sensates and in a tomb under the city. (the only non-chaotic way to get to that point requires you to have a Wisdom or Intelligence of at least 13) In the top right corner of the map is Fell's Tattoo parlor. (x 4000 y 1400) This becomes much more significant later, but right now, it is just a shop. We will be coming back here when we get a tattooed former body part of yours. Go left. Find the Drunken Harlot (x 1990 y 1840). --------------------------------------------------------------------------NPC: Drunken Harlot (doesn't join) Stats: HP 3/3 AC 10 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Talk to her shortly, but you won't get anything out of the conversation. Then as you are about to go, if your Wisdom is at least 16, your pickpocket skill is at least 10 or Annah is in your party then you will notice that she is stealing from you. Bait her to keep doing it to observe her technique to get: Wis less than 13, Int of 13 or greater -- 750 experience, +1 pickpocket Wisdom between 13 and 15 -- 1000 experience, +3 pickpocket skill Wisdom at 16 or higher -- 1250 experience, +5 pickpocket skill Then if your Dexterity is 13 or higher you can grab her hand. Then kill her to get another 250 experience. (no effect on alignment) Once she is dead then you can get your 10 copper back. --------------------------------------------------------------------------Enter the Smoldering Corpse (x 2300 y 1600). Area: AR0402, Smoldering Corpse Proper Treasures: - Old Eyeball - Negative Token (x 570 y 840) (x 570 y 1150, on Candrian)

Experience: - Dak'kon (x 970 y 980) Ask Dak'kon about the city being flawed, and if you have

a high Wisdom or Intelligence you can give him a bit of a philosophy lesson which is worth 500 experience. When he joins your party you get another 1000 experience. - Barkis and your Old Eye (x 570 y 840) Talk to the bartender and he knew you from before. He has one of your old eyes, which you can buy back for 500 copper (or 300 if your Charisma is at least 13). Dig out your eye and put in the new one to get some experience (1000 if you have 13 WIS, 750 else) and a Proficiency Point. - Barkis and the Barfly (x 570 y 840) Talk to Barkis about the people in his tavern and he asks you to help him settle one of their bar tabs. Go find Mochai (x 2020 y 1015) and demand that she pay the tab. Solve that one way or the other, and return to Barkis for 1000 exp and full bar privileges. The first thing you will probably notice in here, is the burning man just ahead of you. You can examine him, but nothing comes of it just yet. To the left is a woman named Drusilla who was Ignus' lover. She has nothing important to say at the moment. Go left up the stairs. There are many things to be done, but the first is probably to talk to Dak'kon (x 970 y 980). --------------------------------------------------------------------------NPC: Dak'kon (joins you) Stats: HP 27/33 AC 6 THAC0 18 Str 17 Dex 16 Con 16 Int 13 Wis 13 Cha 13

Talk with Dak'kon until you can ask him some questions. Then drill him for information on what he is, githzerai, karach blades, etc. Then talk to him about the city. He claims that the city does not *know* itself. If you have any combination of at least 13 WIS or 13 INT, then you can say various "Truth's" about the city. *ALIGNMENT*: If you say that the city is *not* flawed as something need not be ordered to have a purpose, then you become more CHAOTIC. If you say that the city is *not* flawed because maybe he just doesn't see the purpose, then you become more LAWFUL. Dak'kon will respond to your Truth with a question. If you have at least 14 Wisdom or Intelligence you can respond with another Truth that you suggest that Dak'kon himself is flawed. This stuns him somewhat, follow this up by pointing out that we *know* ourselves through questions to get 500 experience. Dak'kon recognizes these words as his own and offers to join you. When he joins you get another 1000 experience. You can then ask him further questions. Ask him about the Githzerai, then their language. Get him to teach it to you for 600 experience. *ALIGNMENT*: When you ask Dak'kon if he knows himself, he grows silent. If you force the point, then you are more EVIL. Dak'kon is a very valuable member of the party. He is one of the best fighters in the game, his weapon is first class, and IMPROVES as he goes up in level. Plus he can cast magic. Be sure to talk to him again when

you are a mage. --------------------------------------------------------------------------Next go over and talk to Candrian (x 570 y 1150). He's slightly phased out and hard to see, but he's there. --------------------------------------------------------------------------NPC: Candrian (doesn't join) Stats: HP 65/65 AC 9 THAC0 11 Str 17 Dex 15 Con 17 Int 14 Wis 17 Cha 10

Candrian is a Planeswalker. That is, he wanders around the planes on a professional basis. He knows where portals are, how to open them and where they go. After a little speech in which he tells you this you can ask him some questions. If you met with Ingress near the Mortuary, tell Candrian about her and he agrees to help her out. Ask him about the planes and he mentions that he is "back from negation". Follow this question up by asking about that. Ask him how he survived and he will give you a Negative Token, which equips as a ring and protects against Shadows. Note: The negative material coin you get from Candrian actually has "charges" that must be used from the item register on the right click menu. The description says it wards shadows if someone in the party simply carries the token; however, if you find yourself surrounded by shadows, right click and use the token like a charm -- all shadows will freeze in their "footsteps". (from Jopezu) Just having the Negative Token betters the party's AC vs. Shadows by 3. (from Platter) You can also pump him for information on the Planes in general, but he is VERY wordy. (You should do this anyway) --------------------------------------------------------------------------Once you've talked to Candrian, return to Ingress (near the Mortuary) and tell her the good news. Return to Candrian to get 750 experience and Ingress' Teeth. These teeth are one of Morte's best weapons. As he goes up in levels, you can tell the teeth to become more powerful. Morte Level 5 -- Teeth can become Magical (+1 to hit, +1 dmg) Morte Level 8 -- Teeth can become MORE magical (+2 to hit, +2 dmg) Morte Level 12 -- Teeth can be ultimate (+3 to hit, +3 dmg, paralysis) Next talk to Ebb Creakknees (x 530 y 1140) who is just to the left of Candrian. --------------------------------------------------------------------------NPC: Ebb Creakknees (doesn't join) Stats: HP 67/67 AC 0 THAC0 11 Str 17 Dex 16 Con 17 Int 15 Wis 13 Cha 12

Ebb is another good source of information about the city and things that happen in the city. Nothing else happens with Ebb. You will meet Ebb

again, but not for some time. --------------------------------------------------------------------------If you want to, go up and talk to Alais (x 475 y 1025). Ask him about the patrons in the Tavern, and about Ebb Creakknees. With an INT of 13 or more you can teach him a little about the planes, which is worth 250 exp. *ALIGNMENT*: Only one thing to note, that is, if you LIE to him, you are more CHAOTIC, if you tell the TRUTH then you are more LAWFUL. *ALIGNMENT*: If you talk to Ilquix (x 680 y 785), he'll mention that he despises creatures of law. If you agree with him you become more CHAOTIC. If you tell the TRUTH that you disagree with him then you become more LAWFUL. And if you LIE, then you become more CHAOTIC. Also, Ilquix is a Demon, whom you can attack if you want. (70 HP, -7 AC, 12,000 exp) Talk to O (x 1050 y 870). Yes, that is his name, O. As in the letter after N. -------------------------------------------------------------------------NPC: O (doesn't join) Stats: HP 200/200 AC -6 THAC0 7 Str 19 Dex 18 Con 18 Int 18 Wis 18 Cha 18

O immediately says that he knows you. He mentions that your quest to know yourself always ends in your amnesia. You could challenge him to battle to tell you more, but, you really shouldn't. Ask him about who he is (and don't call him crazy). Ask him WHAT he is, and then ask what that means. Ask then if he knows the secrets of existence. He knows parts of many. Finally finish by saying that he DOESN'T know the secrets of existence and you get a: PERMANENT WISDOM +1 And O disappears. -------------------------------------------------------------------------Next talk to Barkis behind the counter (x 570 y 840). --------------------------------------------------------------------------NPC: Barkis (doesn't join) Stats: HP 5/5 AC 10 THAC0 20 Str 11 Dex 15 Con 12 Int 12 Wis 10 Cha 12

Barkis greets you with a "You again", meaning that here is yet another person who knows you. Ask him about that and he says that you traded your Eye for 200 copper, which with interest comes out to 500 copper now. If you have at least 13 Charisma you can get the Eye back for 300 copper. Before buying it, make sure you have at least 16 HP (else you will die when you reinsert it). Buy the eye, tear out your eye and put the new one in. Note: Due to a bug, regardless of your Charisma, you can lower his

price all you want. (from Platter) This was fixed in my Fixpack v1.0. [from Qwinn] If you have 13 or more Wisdom then you get 1000 experience and an extra Proficiency Point for this. If not, you gain 750 exp and the proficiency. *ALIGNMENT*: If you demand your money back, and threaten him you become more EVIL. Ask him about the Patrons and he will ask if you want a way to earn free 'Bub' (by which he means Alcohol). Say yes. He tells you that there is a person over to the right who is trying to flee the bar without paying her bills. Agree to help him. When you have solved this problem, go back to Barkis and get yourself a reward: 1000 experience and full bar privileges. --------------------------------------------------------------------------You will find Mochai over to the right (x 2020 y 1015). --------------------------------------------------------------------------NPC: Mochai (doesn't join) Stats: HP 35/35 AC 2 THAC0 16 Str 11 Dex 12 Con 12 Int 12 Wis 16 Cha 12

Mochai is pretending to be a Dustman, powers only knows why. You can then accuse her of not being a Dustman and even threaten her unless she pays you off. *ALIGNMENT*: Needless to say, doing THAT makes you more EVIL. If you talked to Barkis, tell her to pay her Bar Tab. She says that she doesn't have the money to do such a thing and wants you to chip in 100 copper to help out. At this point, you can either help her with the money, Distract her and poison her drink with Embalming Fluid (requires a Dexterity of 13) or simply attack her. *ALIGNMENT*: Lending her the 100 copper makes you more GOOD, poisoning her makes you more EVIL. Then wait for her to wander over to Barkis and pay off her Bar Tab, then talk to Barkis again. --------------------------------------------------------------------------That is it for the Bar, for the moment, so leave. ------------------------------------------------------------------------------2.3 [HVMRKT] Hive, Marketplace ------------------------------------------------------------------------------Area: AR0300, Marketplace Area Treasures: - Clipped Copper - Lim-Lim (x 2650 y 1000, Reekwind) (bought from a merchant)

Experience: - Ash-Mantle the Thief (x 2230 y 1950) Talk to the false dustman and he will attempt to rob you.

If you have 13 Wisdom, 10 pickpocket skill or were warned by Norochj about him, then you can catch him in the act. Watch him to get: Wis 12 or less, Int 13 or more, 750 exp and +1 pickpocket Wis 13 to 15 gets you 1000 experience and +3 pickpocketing Wis 16 or greater 1250 experience and +5 pickpocketing - Reekwind's Story (x 2650 y 1000) Ask Reekwind for a story and then proceed to tell him the story of how you ended out talking to him. (This requires either 13 INT or 13 WIS) Conclude your story with a definite statement for 1000 exp. If you ask him for an ending you get only 500 exp. - QUEST Reekwind's Curse (x 2650 y 1000) Talking with Reekwind, and hearing the story of how he was cursed, you learn that a mage cursed him. You find this mage much later in the Sensatorium. His name is Jumble Murdersense. - QUEST Find Jhelai for Craddock (x 2100 y 1040) When you have delivered Baen's message to Craddock he wants you to find one of his missing workers, Jhelai. You will find this fellow in front of the Smoldering Corpse Inn. Go talk to Jhelai, who won't go back to work, and return to Craddock. Relay the message word for word to get 500 experience and some new Taunts for Morte. You can then fill in for Jhelai, and depending on your STR you get paid 10 copper (12 or less STR), 20 copper (13 to 15 STR) or 30 copper (16 STR). - QUEST The Crier of Es-Annon (x 575 y 1830) Talk to the Crier of Es-Annon and learn that he mourns for a dead city. Offer to put the name of the city on a tombstone to memorialize the city forever. Go over to the Obelisk near the Mortuary and have Death-of-Names bury the name of Es-Annon (costs you 3 copper and you get 500 exp). Return to the Crier to get another 500 exp. Or you could suggest that he give up his mournful lifestyle (requires a 14 INT, WIS or CHA) for 750 exp. --------------------------------------------------------------------------NPC: Ash-Mantle (doesn't join) Stats: HP 7/7 AC 8 THAC0 19 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

You will find this false Dustman wandering around the market near the SE corner of this area. (x 2230 y 1950) His story of being a Dustman is very suspicious, especially if you have met with real dustmen before meeting him. First off, he says 'sect' instead of 'faction', which is a dead giveaway. He wants to know where the Dustmen's bar is located. If I were you, I would first tell him where the Bar is, then say goodbye, let him pickpocket you, and then leave. Then talk to him again, this time reveal him, and get rid of him (tell to leave or kill). *ALIGNMENT*: If you tell him where the bar is anyway, you become more GOOD. If you tell him that you have heard of it, but want

money you become more EVIL. If you LIE and tell him that you know where it is, for a price, then you become more EVIL and CHAOTIC. Finally if you LIE and say you don't know where it is, when you have already been there, then you become more EVIL and CHAOTIC. If you talked to Norochj before coming here, then you can raise the point that there is a "Dustman" pickpocket around. At which point, if you have at least 13 DEX you can grab his hand to stop him from running off. With him in your grasp you can ask him all the questions you want. *ALIGNMENT*: If he asks if you will let him go if he answers your questions, and you VOW to let him, then you become more LAWFUL. If you LIE you become more EVIL. If you emphasize that you will let him *live* (either a TRUTH or a BLUFF) then you become either more CHAOTIC or more EVIL. However, if you make the vow to let him go, you can only ask ONE question, if you ask two then you become more CHAOTIC. (or both CHAOTIC and EVIL) You also get to decide what to do with him afterwards. Kill him, let him go, warn him sternly, etc. *ALIGNMENT*: If you threaten him you become less good, if you bluff him you become more CHAOTIC. (although he will give you 50 copper) If you haven't talked to Norochj, then when you say goodbye to Ash, he will attempt to pick your pocket. If you have at least 13 WIS, 10 Pickpocket skill, were warned by Norochj, or caught him using the word 'sect' then you will notice this and have the option to grab his hand (requires 13 DEX) or better yet, watching him work: Wisdom of 12 or less, but Intelligence of 13 or more gets you 750 exp and +1 pickpocket skill. Wisdom between 13 and 15 gets you 1000 experience and +3 pickpocketing. Wisdom of 16 or greater gets you 1250 experience and +5 pickpocketing. After which you could then grab his hand, attack him, etc. --------------------------------------------------------------------------Go north and then east to find Reekwind (x 2650 y 1000) who has an unusual problem. -------------------------------------------------------------------------NPC: Reekwind (doesn't join) Stats: HP 5/5 AC 8 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Talking with Reekwind he tells you that his name is lost to him, since he has been cursed with a Stench, he goes by Reekwind. *ALIGNMENT*: If you say that the new name "fits you well" you become more EVIL. He is a storyteller now, and the cost is 3 coppers a story. Pay him and hear a tale.

*ALIGNMENT*: If you lie that you have no money you become more CHAOTIC, however if you Truth that you have no money you become more LAWFUL. He tells you the story of how he was cursed by a mage for no apparently good reason. He has two other stories that he tells after that, one about the Alley of the Dangerous Angles, Pharod and another about Ignus. Pay him for all stories. (trust me) If your Wisdom or Intelligence is 13 or higher you can tell Reek the story of your life. Reekwind asks how your story ends by saying that only you can answer it. Choose an answer to your story to get 1000 experience (if you have him answer it you only get 500). Reekwind then wonders if the story will answer itself in time. (and gives you a Clipped Copper item) *ALIGNMENT*: There are three "truths" you can say at the conclusion of your story. If you say "what happens will happen" you become more CHAOTIC. If you say "it must have an answer" then you become more LAWFUL. Now you just have to de-curse him. -------------------------------------------------------------------------Go left from Reekwind to find Craddock. (x 2100 y 1040) Deliver Baen's message to Craddock, who seems very irritated. One of his workers has wandered off and won't work. Jhelai has run off to the Smoldering Corpse Tavern and refuses to come back. This is enough for Baen to give you experience, but you can get more from Craddock if you help out. *ALIGNMENT*: You will become more GOOD if you agree to help him. You will become more EVIL if you want money to help him. Go back to the Smoldering Corpse area and find Jhelai (he is near the entrance to the Tavern). Talk to him, and you will quickly get the impression that Jhelai won't be coming in to work. (250 exp) Return to Craddock and relay Jhelai's message word for word. (500 exp) This pisses Craddock off (such that Morte gets some new Taunts). You can then offer to fill in for Jhelai. You get paid based on STR. (if you need more STR, just have Dak'kon cast Power of One on the Nameless One) 12 or less: 10 copper 13 to 15: 20 copper 16 or more: 30 copper Note: In the unmodded game, you get paid those amounts twice due to a bug. My Fixpack corrects this. [from Qwinn] *ALIGNMENT*: Relaying Jhelai's message WORD FOR WORD makes you more LAWFUL. Offering to help makes you more GOOD. Near Craddock is a Gith named Gaoha whom you can gamble with. Whether you win or lose, he won't want to gamble with you again, says you have NO luck. Go left and down to find the Crier of Es-Annon (x 575 y 1830). --------------------------------------------------------------------------NPC: Crier of Es-Annon (doesn't join)

Stats:

HP 5/5

AC 9

THAC0 20

Str 9

Dex 9

Con 9

Int 9

Wis 9

Cha 9

The Crier of Es-Annon (another person who is named after what he DOES) mourns for a city that has died. If he stops wailing out its name, it will be forgotten forevermore. Ask if you can help. If you have 14 INT or WIS then you can suggest that a Tombstone would memorialize the city just as well. Go to the Obelisk outside of the Mortuary and have Death-of-names bury 'Es-Annon'. (costs 3 copper and you get 500 experience) Return to the Crier to get another 500 experience. *ALIGNMENT*: If you agree to do this for free you are more GOOD. If you want money you are more EVIL. When he pays you, if you laugh at him and leave, then you are both more CHAOTIC and EVIL. If you don't think of a Tombstone then you can simply offer him some advice on what to do with his life. You can tell him to forget the city or to go find his brothers. Either way you need 14 INT, WIS or CHA. For these you get 750 experience. --------------------------------------------------------------------------Area: AR0302, Office of Vermin Control There's only one person in here to talk to, Phineas T. Lort the XXXIX. You can rob him, but I wouldn't (for two reasons), one it makes you more EVIL and two it reduces a later reward. You can sell him any Cranium Rat tails that you have for 1 copper each. Not a terribly good rate. Once you have sold him 6 rat tails, he will become panicked. Seems that a "giant rat" barged in and threatened him. He gives you a key and tells you to enter his back room. Enter and kill the Wererat (270 exp). There is also a box of items in the middle of the room. Come back to get a reward of 200 copper and 1000 experience. (or if you robbed him earlier, 100 copper and 500 experience) Due to a bug, the game doesn't actually give you the money. If you need a place to sleep, simply ask him how someone so "illustrious" ended out here... zzzz. ------------------------------------------------------------------------------2.4 [HVNWSR] Hive, Northwest Area ------------------------------------------------------------------------------Area: AR0100, Northwest Hive Experience: - QUEST Deliver Mar's Box (x 1100 y 1440) Near the dead lim-lim's you will encounter a fellow by the name of Mar who gives you a box. Take this box to Ku'atraa (250 exp), Brasken (250 exp) and Shilandra (250) and finally to Aola within the Alley of Dangerous Angles Cathedral. (x 2450 y 1300) He can break the curse on the box (1000 exp). Return to where Mar was, except now you will find him (x 1015 y 700), again with dead lim-lims around him. Talk to him, and tell him that you destroyed the box. Now he thinks that you might kill him and exchanges his life for

1250 experience, a Hollow Axe and 500 copper. - Fleece (x 2050 y 590) Talk to Fleece for a bit, and whether you help him out or not, when you go to leave he will try to rob you. You will notice this if you have 13 WIS, 10 pickpocket skill or Annah in the party. Then you can watch him work to get experience: Wis 12 or less, Int 13 or more, 750 exp and +1 pickpocket Wis 13 to 15 gets you 1000 experience and +3 pickpocketing Wis 16 or greater 1250 experience and +5 pickpocketing Then you can grab his hand (DEX 13+) and convince him to give you all his money (CHA 11+). What you do to him after that is academic. - QUEST Porphiron's Necklace (x 1980 y 885) Talk to Porphiron and he tells you that he had an item of his stolen by some goons. Go over to the Smoldering Corpse area, and talk to the three goons in Red to the left of the Bar. You can get the Necklace however you want (buying it gets you 500 experience, lying to get it gets you 250, or you could just kill them for it) and return it to Porphiron for another 1000 experience. Plus he will train you as a warrior. You will find Fleece in the upper right portion of this area (x 2050 y 590). Talk to him. --------------------------------------------------------------------------NPC: Fleece (doesn't join) Stats: HP 7/7 AC 8 THAC0 19 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Talk to Fleece and he claims that he is looking for his Aunt Marguerite's house, who supposedly lives somewhere near the Mortuary. Tell him you want to help, but there is no real way to help him. *ALIGNMENT*: If you say "certainly" to him, then you are more GOOD. If you say that you don't have the time, then you are more EVIL. If you tell him the Truth that you don't know where she lives then you are both more GOOD and LAWFUL. If you Lie that you will tell him for a price, you are more EVIL and CHAOTIC. If you continue to lie you become even more CHAOTIC and EVIL. If you tell him that what he really meant was a local brothel you become more CHAOTIC. Regardless of that, when you are about to leave, if you have 13 WIS, 10 Pickpocket, or Annah in the party you will notice that he is picking your pocket. Bait him into doing it again so you can observe his technique, your reward is Stat based: Int of 13, Wis less than 13 -- 750 experience, +1 pickpocket skill Wis between 13 and 15 -- 1000 experience, +3 pickpocket Wis of 16 or higher -- 1250 experience, +5 pickpocket Then if you have 13 DEX or higher you can quickly grab his hand. Then with a Charisma of at least 11, you can convince him to shut up and

return your money. He gives you 38 copper, which is more than what he stole from you. *ALIGNMENT*: If you return the extra money, you become more LAWFUL. If you attack him you become more EVIL and CHAOTIC. Oh, and if you simply keep the money... nothing. --------------------------------------------------------------------------South of Fleece you will find Porphiron (x 1980 y 885), who needs a good talking to. --------------------------------------------------------------------------NPC: Porphiron (doesn't join) Stats: HP 48/48 AC 0 THAC0 10 Str 19 Dex 16 Con 14 Int 14 Wis 14 Cha 12

Porphiron is angry. He let himself be robbed because he didn't want to fight. He is a warrior and a pacifist, a strange mix. He tells you that 3 thieves took his prayer beads and won't return it. You can offer to help. *ALIGNMENT*: If you say that you will see if they will return it, you become more GOOD. Although he can't do violence himself, he wants YOU to bring violence to these crooks when you find them. They are 3 thieves, dressed in red and black near the Smoldering Corpse Inn. Head over that way. You find the three thugs to the left of the Tavern (x 1160 y 1340). Talk to the Leader. There are 3 ways to handle this, violently, lying and purchasing. In order to purchase the necklace (you can talk them down to 10 copper) you must have 10 CHA. If you purchase the necklace you get 500 experience. If you lie to them you get 250 experience (and become more CHAOTIC). Return with the beads and give them to you used to gain the beads. No matter reward of 1000 experience, and he will want. (so you can use up those "Unused Porphiron. He asks what methods how you got the beads you get a now train you as a Warrior if you Proficiency Points")

*ALIGNMENT*: And, of course, if you LIE to Porphiron you become more CHAOTIC. --------------------------------------------------------------------------Go down then left from Porphiron to find Mar (x 1100 y 1440). He quickly wants you to deliver a box to Ku'atraa in the Smoldering Corpse area. He gives you the box and runs off giggling. Welcome to the Great Fedex Quest! Go south one Area, then east one Area. Enter Ku'atraa's Warehouse (x 475 y 965). Talk to Ku'atraa who refuses to take the box from you. (250 exp) He mumbles something about EVIL and runs off telling you to take the box to Brasken in the SW hive. Exit the building, then go one area to the left. Enter Brasken's Kip at the leftern part of this area (x 300 y 1200). Talk to Brasken, who again won't take the box. He explains that this is Moridor's Box, a box of EVIL. (250 exp) He suggests that you take it to Shilandra near the Mortuary. Leave here, go up one area, and right one area to get to the Mortuary area. Shilandra's Kip is right next to the mortuary wall at the top of the screen (x 1250 y 875). Enter her house. Talk to her and find out how to remove the spells from the box so that it can be disposed of safely. (250 exp) She tells you to

visit a ruined cathedral in the Alley of Dangerous Angles. Leave her house. You can get to the Alley from here (x 50 y 3500). (see that section for more details) Once you've destroyed the box, return to this area and find Mar (x 1015 y 700). What is it with him and dead lim-lims? Anyway, tell Mar that you got rid of the box and he bargains with you to spare his life. He gives you 500 copper, a Hollow Axe and 1250 experience if you don't kill him. Note: An important note here is that you need to complete this quest before you reach the Lower Ward, otherwise it will fail (and you may lose out on some great opportunities in the later game. [from Qwinn] *ALIGNMENT*: If you kill him, you become more EVIL. You can go visit with Brasken again and get drunk with him, if you want. Area: AR0305, Flophouse Treasures: - Obsidian Earring You can enter the Flophouse at (x 1660 y 1200). Ask Arlo for a bed and he mentions a lunatic by the name of Nestor who is staying there for free. Arlo doesn't WANT him to be there, but isn't able to get rid of him. Agree to help him. *ALIGNMENT*: Offering to help for free makes you more GOOD, demanding payment makes you more EVIL. Then go up and talk to Nestor who mentions that he is missing a Fork. If he had his fork, he says, then he could leave. Exit the Flophouse and go talk to One-Ear (x 1325 y 650). You are pretty much going to have to fight him for the Fork. Get it and return it to Nestor. Nestor leaves this plane and you get 500 experience and an Obsidian Earring. Talk to Arlo to get another 500 experience. Then whenever you want you can rest here for free. Alternatively: When you're talking to One-Ear to get Nestor's fork back, you don't have to fight him for it. If your CHA is high enough (I'm not sure how high is high enough; I'm cheating so mine is 25), if you say "What happened to your ear?", then "Just wondering, there's always a good story behind scars," then listen to his story, follow the path about him being haunted and don't mention that Nestor is still alive (you might also have to pass an INT check to get these options, I dunno), offer to get rid of the "spirit" and you can Lie to him(makes you more Chaotic, natch) that you need something the "spirit" owned in life, and he'll give you the fork and 200 XP, which is a good sight better than the 65 you get for killing him. (from Stirge) ------------------------------------------------------------------------------2.5 [LLYFDN] Alley of Dangerous Angles ------------------------------------------------------------------------------Area: AR0301, Alley of Dangerous Angles

(from Nestor)

Treasures: - Charm of Infinite Recall - Charm of Infinite Recall

(x 1200 y 750) (x 2700 y 1700)

When you first enter here, a group of Darkalley Shivs will attempt to rob you. Dispose of them. Dash left, skip the other Darkalley Shivs, to get to Krystall and her gang of thieves. Talk to her (x 675 y 650). Ask her for information. When you are about to leave she asks you for a favor, will you go kill the leader of the Darkalley Shivs, Rotten William, for her? Agree to it. Go right and a little up to find Blackrose (x 1330 y 480). Talk with him and he asks if you serve Good or Evil. (which you say affects your alignment) Depending on which you pick, he asks you to kill the leader of the group of thieves (if you choose Good, kill Rotten William; Evil, Krystall). Agree to his proposal. Now exit Blackrose's little place, go right and down to find Rotten William. (x 2465 y 1875) Kill him. (200 exp, 300 copper) You will have to kill a lot of other Shivs too. Return to Krystall to get your reward of 1500 experience. She then asks you to go slay Blackrose. Agree to do this for money (no effect on alignment). Then go over to Blackrose to collect the reward for killing Rotten William (another 1500 experience). He then asks you to kill Krystall. Now you have a choice of who to follow: You could refuse Blackrose's demand and kill him (420 experience) then go to Krystall for another reward: 1500 experience and 1000 copper. Or you can kill Krystall, then Blackrose gives you the 1500 experience, then wants to fight, if you point out that you are immortal, he leaves and you get another 1500 experience. Of course, then you could just kill Blackrose anyway and get that 420 experience as well. (you do NOT get the 1000 copper this way) Note: My Fixpack makes the assumption that, in most cases, if a creature has a quest reward to give you, they will have that money on them if they die. This has real (and in my opinion, beneficial) consequences in this area. Krystall WILL drop her 1000 copper reward if you kill her, which means siding with her is no longer the obvious "best" route to take. What the new "best" route to take is is left as an exercise for the player. [from Qwinn] Once that is taken care of, there are four tents for you to search, 3 near the Darkalley Shivs and 1 near the Razor Angels. Tent 1 (x 1725 y 1850): AR3012 Talk to Rauk who wants you to retrieve three rings from his tent. Exit and enter the tent at (x 1840 y 1950). Search the legs on the bench to find the bronze ring. Exit this tent and enter the next tent to the right (x 2475 y 1590). Ignore the person, and search the pile of wood to find the Silver ring. Leave this tent. Now go up and left to the tent near the Razor Angels (x 870 y 770). Search the wooden bed to find the Gold Ring. Return to Rauk with the rings and give them to him for 500 experience. Rauk gives the Rings to the mages, who summon forth the Killer Lim-Lim of Doom! It proceeds to kill the mages, but seems to like Rauk. Be sure to search the mages:

Gold Earring Silver Earring Scroll of Identify Scroll of Armor Ring of the Traveler (+1 to AC) Note: After the lim-lim with the really big fangs is summoned, your party can kill it for 130XP. Rauk also joins the fight so after killing him you get 65XP and the rings back. I haven't any idea if there is an affect on your alignment. Personally, I can't see anything wrong with downing a viscous lim-lim. (from Steven Matejcek) Area: AR3006D, Cathedral of a Dead God You can find the entrance to the Cathedral near the Darkalley Shivs area (x 2450 y 1300). Inside you will find Aola. Talk to him and give him the Box of Moridor (from the Fed Ex quest from the previous section). He destroys it, and keeps the gem. (1000 experience) He tells you that the demon was banished to some other realm (let THEM deal with it). If you want, you can buy the gem back for 300 copper, but you probably shouldn't do that. Finally you could become a disciple of Aoskar, but if you do that then the Lady will Maze you. (which is bad) Note: If Aola won't talk to you any more, which happens frequently, leave the Cathedral and enter again. [from Qwinn] ------------------------------------------------------------------------------3. [RGPCKR] Ragpicker's Square ------------------------------------------------------------------------------You get to Ragpicker's Square by going north from the Northwest section of the Hive. Area: AR0101, Ragpicker's Square Treasures: - Mempa's Biting Ring

(x 1850 y 1325, M-Friend)

Experience: - Yellow-fingers (x 1975 y 2300) Talk to Yellow-fingers for a moment, then when you are about to leave, if you have an INT of 12 or more you will notice that is picking your pocket. Watch him work for 200 exp and a Pickpocket +1. - QUEST Find a Ruby for Jarym (x 1400 y 2500) In one of the houses you will find a Mage who needs a ruby. Get him the one from Moridor's Box (from the Great FedEx Quest) for 200 copper and 500 experience. - Ratbone trains you as a Thief (x 2320 y 2340) If you have at least 9 DEX you can get Ratbone to train you as a Thief. And frankly, how would you have less than 9 DEX? You get experience based on your Dexterity: DEX 12 or less -- 2500 experience DEX 13 to 15 -- 3125 experience DEX 16 to 17 -- 3438 experience

DEX 18 or more -- 3750 experience Note: My Fixpack renames this Ratbone to 'Carver'. This is because a quest restored by my Unfinished Business also has a character named Ratbone. Details below. [from Qwinn] - QUEST Find Nodd's Sister (x 1300 y 2300) Talking with Nodd, he wants you to track down his sister for him. You will find her just southeast of the Smoldering Corpse Tavern. She gives you 100 copper to give to Nodd. Do so and get 750 experience. Go left, then up (x 1850 y 1325) and talk to Marrow-friend (another person who is named after what he is). He thinks you are a 'deader' and takes a small bite out of you. Let him touch you (1 dmg), then ask him about the Fingerbone that he gnaws on. Tell him to take a bite out of you instead, as you are more fresh, then ask him for the fingerbone first. Then let him bite you (3 dmg). *ALIGNMENT*: If you lie to him you become more CHAOTIC. If you say you will let him bite you and then DO, you become more LAWFUL, if you DON'T you become more EVIL. Once you have the Finger, go to your inventory and Use it. Bite off your finger and replace it with this one, and you will get the Mempa's Biting Ring (+2 AC). (4 dmg) If you enter the house at (x 1630 y 1425), then the only way out is to kill Vlask and take his Portal Key. Use the portal key and then Crush it to open the portal out. Once you have left, Nameless will destroy the doorway. Drop down to (x 1975 y 2300) and talk to Yellow-Fingers. --------------------------------------------------------------------------NPC: Yellow-Fingers (doesn't join) Stats: HP 16/16 AC 5 THAC0 17 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Talking with Yellow-Fingers is a mostly fruitless endeavor. If Morte is around, he thinks that Morte is HIS skull. Telling him flat out that he won't get the skull makes Morte happier. If you tell him 'Truth: take the skull', then Morte bites him, and then attacks you. You can also offer to buy Morte off him, he'll be happy with 5 coppers. *ALIGNMENT*: If you ask for proof that he owns Morte, then you become more LAWFUL. If you offer to buy Morte from him, then you become more GOOD. If you leave him on good terms, not attacking you, and alive, then he will attempt to pick your pocket. The only way to notice this is if you have at least 12 INT. You can observe his technique for 200 experience and +1 pickpocket skill. Then you can Grab his Hand (DEX 12 or greater), but it will merely end in violence. *ALIGNMENT*: Doing a Bluff here makes you more CHAOTIC. ---------------------------------------------------------------------------

Go up the steps to the right and talk to Ratbone (x 2320 y 2340). He has some minor information on Pharod and Sharegrave, but what you want to do here is to Train as a Thief. First you must duck his blow, which requires that you have at least 9 DEX. Then he will train you to be a Thief. Depending on your DEX you get experience (in your new class): DEX DEX DEX DEX 12 13 16 18 or to to or less 15 17 more ----2500 3125 3438 3750 experience experience experience experience

Enter the house at (x 2300 y 2200) and talk to Sharegrave inside. -------------------------------------------------------------------------NPC: Sharegrave (doesn't join) Stats: HP 25/25 AC 9 THAC0 16 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

If you met with Pox earlier and he told you about Sharegrave, this goes much easier. Talk to Sharegrave about Pharod, nothing else. (or he will attack you) He asks why you want to know about Pharod (do NOT say that you are Friends!), and say that he stole something from you. He tells you that Pharod steals from us all, and after awhile you can offer to find Pharod for him. *ALIGNMENT*: Offering to do this for free makes you more GOOD, doing it for money makes you more EVIL. (the best price you can get is 200 copper) Once he tells you where Pharod is located, say farewell and leave. Talking to him after that point will result only in a fight. -------------------------------------------------------------------------There is a house full of Cranium Rats to the left (x 2000 y 2500). Their tails can be sold at the Office of Vermin Control. The next building to the left (x 1400 y 2500) contains Jarym, a mage who needs a Ruby. The only one that will do is the one you gave to Aola from the Demon Box, which you can only buy for 300 copper. Give it to Jarym for 200 copper and 500 experience. Go left and talk to Nodd (x 1300 y 2300). (he wanders around) --------------------------------------------------------------------------NPC: Nodd Stats: HP 5/5 AC 9 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Talk to Nodd, but he won't have anything new to say, really. However, when you are about to leave he asks you for a favor. Could you track down his sister, Amarysse for him? He has a long story about why he is the way he is (which explains why he won't look for Amarysse himself). Agree to help him. *ALIGNMENT*: As always, agreeing for free makes you more GOOD, for money

makes you more EVIL. You will find Amarysse just southeast of the entrance to the Smoldering Corpse (x 2675 y 2000). Tell her that you were sent by Nodd to find her and she gets quite excited. Are you his friend? If you say yes then she asks that you deliver to Nodd 100 copper commons which she gives you. *ALIGNMENT*: If you LIE then you are more CHAOTIC. Return to Nodd and tell him that you found his sister. He asks how she is doing, and you can reply honestly, lie in a nice way, or lie in a nasty way. *ALIGNMENT*: Lying in either case is more CHAOTIC, however, lying in the nice way makes you more GOOD as well. Just as lying in the nasty way makes you more EVIL. Give Nodd the money (750 experience) and he will be happy forevermore. You get the experience whether you kept the money or not. *ALIGNMENT*: If you lie about the money you become more EVIL and much more CHAOTIC. If you spent the money, you become more CHAOTIC. --------------------------------------------------------------------------Near Nodd you will find a ramp up to a house (x 1200 y 2100), enter the house. Area: AR0102, Mebbeth's House Talk to Old Mebbeth. She asks who you are, and you can Lie and say you are Adahn (which will eventually lead to there really being an Adahn, also makes you more CHAOTIC). After a brief speech you can ask your questions. Ask her if she is a Witch, and then beg for her to teach you the Art. She wants to know why you want to learn. Note: What you tell her here will affect a fairly powerful stat increase from Ravel later. If you say the following to Mebbeth, "Because I may need it to solve the mystery of who I am" you'll get WIS +1 from Ravel later. If you say "Because I just want to know" then you'll get INT +1 later. And if you say "Because I need power" then you'll get both INT +1 and WIS +1 (and more exp) later. (thanks to Qwinn) *ALIGNMENT*: If you say that you NEED power, then you are more EVIL. Before she will teach you, she has a few errands for you to run. First she gives you a Seed and tells you to take it to a merchant and get some herbs. Leave and head to the SW section of the Hive. Once there talk to the merchant at (x 1275 y 1150). Tell him that you need herbs from this seed (500 exp). He tells you to find someone good with seeds, and you think of Mourns-for-trees. Head over to the Smoldering Corpse area, and talk with Mourns-for-trees (x 2215 y 570). Show him the seeds and he says that he can't help you. He tells you that perhaps if you CARED about the seeds growing, then they would. Focus on the Seeds and *will* them to grow (500 exp). Return to Mebbeth and tell her you have succeeded. Now ask if she can remove the branch from your arm, and she tells you to remove it by thinking

it off. (500 exp) Do so. Then you can shape it into a frame, getting exp depending on your stats: INT INT INT WIS WIS Now the and for & WIS 12 at least at least at least at least or less -- no experience 13, but less than 16 -- 500 experience 16 -- 750 experience 13, but less than 16 -- 500 experience 16 -- 750 experience some Rags that she had Giscorl clean. Back to (x 1400 y 1020). Ask him for Mebbeth's rags (500 exp). He has been washing these things stiff by now.

she asks you to retrieve Market. Talk to Giscorl he will give them to you years and they are quite

Return to Mebbeth and give her the rags (500 exp). After telling you about Giscorl she wants you to pick up some Ingredients from Kossah-Jai back at the market. Return to the market and talk to Kossah-Jai (x 1600 y 1180). She says that she knows of a fish that bleeds ink, but that only Meir'am sells it. Then go right and down and talk to Meir'am (x 1975 y 1985) and ask her about the ink bleeding fish. She tells you that you need a container for it. Go up to the woman (x 1580 y 1000) and buy the cheapest Tankard possible. Return to Meir'am to fill the tankard with Ink. Return to Mebbeth with the Tankard of Ink for 1000 experience. She asks you if you really want to be a mage, say yes. If your INT or WIS are 14 or higher, you can explain the purpose of the errands for another 2000 exp. She then gives you a 'recipe' (spell) to look at, and if your INT is 14 you will instantly recognize it (if it isn't, then 'give up' and you will recognize it). She seems amazed that you could read it, so just explain that it seemed to be known to you already. *ALIGNMENT*: If you offer to help her with anything, you become both more LAWFUL and more GOOD. She then paints up a recipe for you using the frame, rags and ink as materials. She asks if you have questions, say no, but then ask questions anyway. The answer to her question is TWICE. Keep asking questions and she will give you 3 more recipes (5000 experience) as well as a set of Amber Earrings. *ALIGNMENT*: If you thank her for everything you become more GOOD. Now that you are a Mage, talk to Dak'kon. It's time to get him Upgraded (if you have the stats for it). --------------------------------------------------------------------------NPC: Dak'kon (already in party) Ask Dak'kon about his teachings, and ask to learn the Art, and the Way of Zerthimon. He reluctantly agrees, telling you to look at the First Circle of Zerthimon. Each circle read also gives you a spell to correspond to that circle. Use the Circle of Zerthimon and unlock the first circle. Read the entire circle, then close it and talk to Dak'kon again. Talk to him about your teachings and tell him that you have read the Circle. If your Wisdom is at least 12, then you can tell him the right answer:

"Strength lies in knowing oneself. I learned that once someone does not *know* themselves, they are lost. They become tool for others." For which you gain 300 experience. He then tells you to read the 2nd circle of Zerthimon. Read the circle and then talk to Dak'kon again Again you must have 12 WISDOM to tell him the right answer: "I learned that not *knowing* something can be a tool, just like flesh and steel, if upon encountering it, you attempt to *know* its nature and how it came to be." For which you gain 600 experience and a spell. He then tells you to read the 3rd circle of Zerthimon. Read the 3rd circle all the way to the end and talk to Dak'kon again. Now you need 14 WIS to tell him the right answer: "Endure. In enduring, grow strong." For which you get 900 experience and another spell. He again instructs you to read the next, fourth, circle of Zerthimon. Read the fourth circle all the way to the end, and talk to Dak'kon again. Now you must have 15 WIS to get the right answer: "When one chooses to see only what is before them, they see only a part of the whole. They are blind. And just as Vilquar was blinded by his promised reward, so were the *illithids* blinded to the true Rising. For when they heard Vilquar's words, they turned their sight outwards again, didn't they? And the Rising was free to strike?" For which you gain 1500 experience and another spell. Again you are told to read the next circle of Zerthimon. Unlock and read the Fifth Circle all the way to the end. Talk to Dak'kon again. This time you need 16 WIS to get the right answer: "There is great strength in numbers, but there is great power in one, for the strength of the will of one may gather numbers to it. There is strength not only in *knowing* the self, but *knowing* how to bring it forth in others." This gets you 3000 experience and another spell. You are then told to read the next circle. Unlock and read the Sixth Circle of Zerthimon all the way to the end. Talk to Dak'kon again. Now you need 18 WIS to get the right answer: "I know that Zerthimon's devotion to the People was such that he was willing to protect them from themselves. He knew the *illithids* had come not to *know* themselves in their obsession with control and domination. So he chose to stop Gith before she carried the People to their deaths. There must be balance in all things, or else the self will not hold." This gets you 5000 experience and spells for both you and Dak'kon. This leads Dak'kon to a bit of a crisis of faith, and he yells at you and then goes silent. There are 2 more Circles in the Unbroken Circle of Zerthimon. Examine the Circle, and if you have an INT of at least 16 you will discover the 7th circle. Read this all the way to the end and talk to Dak'kon again. Tell him that there is a 7th circle and he will ask what it says. If you have at least 19 WIS you can tell him the right answer:

"It speaks of time as an ally, not as an enemy. It says that patience can sharpen even the smallest of efforts into a weapon that can strike the heart of an empire. Your victories may be small, but over time, a greater victory may be achieved." Then you unlock the circle (5000 experience) and both you and Dak'kon can get a new spell. Study the Circle one last time and if you have 18 INT then you will discover the final Circle (6000 experience). Read this all the way to the end, then talk to Dak'kon again. Tell him that there is an 8th circle, and he asks what it says. You need 19 or more WIS to tell him the right answer: "It speaks of focus and discipline... about how not *knowing* oneself can physically divide the man. It also speaks of the weaknesses that division causes. It seems to me that it tells one to not only *know* themselves and take strength from that, but that your focus can reveal weaknesses in your enemy." Then you make circles for both you and Dak'kon to learn spells, and both you and Dak'kon gain 10,000 experience. This also UPGRADES Dak'kon: +1 STR +2 DEX +2 CON --------------------------------------------------------------------------Unfinished Business Only: [from Qwinn] Up the side of Mebbeth's house is an alley. In it you will find a restored character named Ratbone. He will ask you to bring him some cranium rat tails. Do so, and he tells you about seeing a fiend in Sigil. This is the infamous restored Pendant Of Yemeth Quest! Talk to the two devils in the Smoldering Corpse Bar, and they will give you more information about that fiend. The fiend is disguised as a collector, and hangs out in an alley near the north side of the SE section of the Hive (the area just outside the Smoldering Corpse bar). During the day, he will have a companion (the "rake") that makes things difficult. Visit the collector at night instead. I won't spoil things further, except to say that other than returning the pendant to the devils (which gets you nothing), there's currently nothing else to do with it and it has no powers you can use. I have tentative plans to eventually create an Expanded Pendant of Yemeth quest that will add some closure, but as of this writing, that won't be anytime very soon. Think 2010. Area: AR0101, Ragpicker's Square Leave Mebbeth's House and go left to the ramp (x 500 y 2100). Go north up the ramp. Continue as the path goes to the northeast. Then in the archway (x 1325 y 650), you can put your junk in to get teleported to the doorway to the next area. Enter the door when you are ready. ------------------------------------------------------------------------------3.1 [TRSHWR] Trash Warrens ------------------------------------------------------------------------------Area: AR0108, Trash Warrens

Treasures: - Dustman's Lesser Embalming Bandages Junk Rusty Dagger - Junk - Cranium Rat Tail High Quality Stiletto 37 Copper Commons Dirty Rat Charm Cranium Rat Charm - 314 Copper Commons Sadistic Frame Club of Nettles 2 Clot Charms Scroll of Magic Missile

(x 1250 y 700)

(x 1880 y 600) (x 1150 y 1300)

(x 4140 y 1630)

Experience: - Convince Bish that you are no Threat Just before the entrance to the Buried Village is a man named Bish. If you have an INT of at least 13, you can convince him that Pharod mustn't like him to put him there. This is worth 1200 experience. As you enter, you will be confronted by a Collector by the name of Anamoli. This fellow REALLY wants to fight you, and talking him out of it requires some cleverness. If you have a CHARISMA of 12 or more, you can say "I don't believe I've made your acquaintance either", but that won't solve anything. Then you can threaten him -- "if you don't let me pass" -- but that requires a STR of at least 14 for that to work. Elsewise him and his buddies attack you. You can also, if you have a WIS of 13 or more, intimate that killing people for their bodies is a good way to meet the Lady, which also stops him from attacking. Past him go right, get the items on the Shelves. Continue right, then down. Go down the Southwest passage (x 1600 y 1750), then when it forks (x 1100 y 1900), take the path that goes left. Follow that, then take it up. Take all the items from the box, then go back down, right and up to the main passage. There will be a villager running up a passage to the northeast (x 2800 y 1450). Follow her up to an ambush of sorts. Kill these fools. Go up to the archway (x 3280 y 1080) and a portal will appear (if you took the Cranium Rat Tail from the box I mentioned). Enter the portal. This is the Secret Cranium Rat Room. Kill the Cranium Rats (they can cast spells until you decrease their numbers), then search their box for treasures. Return back through the portal, and get back to the main passageway. Go south (x 2600 y 1800). Then when you get the option (x 3150 y 2350), go right. (there are more Thugs downwards, if you want to fight) Soon you will bump into a fellow named Bish. There are two non-violent ways to handle Bish. If you have an INT of at least 13 you can say that you heard Pharod lived around here, or tell him that Pharod must not have much confidence in him to leave him there. (1200 experience) If you have a CHA of 13 you can say that you don't want any trouble, just to pass through. (no experience) *ALIGNMENT*: If you say that you have no name, and then confirm it again,

you become more LAWFUL. If you say your name is 'Adahn' you become more CHAOTIC. Go to the trap door (x 4200 y 2600), open it, and enter the Buried Village. ------------------------------------------------------------------------------4. [BRDVLL] Buried Village ------------------------------------------------------------------------------Area: AR0109, Buried Village Treasures: - Quint's Poison Charm - Battle Axes Bandages 13 Copper Commons - Fist Irons - Poor Quality Stiletto - Punch Daggers 3 Bandages - Leg Bone Club 23 Copper Commons - Bone Charm - Tarnished Silver Bracelet Silver Earring - Gauntlets of Teeth 3 Needle & Thread Twisted Ring Intestines

(x 1050 y 1680) (x 1375 y 1415) (x 1640 y 1140) (x 2700 y 1050) (x 3080 y 1733) (x 3500 y 1820) (x 3030 y 2275) (x 2125 y 2100) (x 1200 y 1500, Marta)

Experience: - Marta and your Intestines (x 1200 y 1500) Have Marta remove your intestines and she will find a Twisted Ring (+1 AC), which is also worth 500 exp. - QUEST Find Quint's Poison Charm (x 2540 y 930) Quint wants you to find a charm that Gris had. You will find this charm just south of Marta's house (see above). Take it over to Quint for 7500 experience. (although the game claims to give you money, it doesn't) - QUEST Retrieve Ku'u Yin's Number (x 2020 y 1485) Talk to Ku'u Yin and he wants you to get his Number back from Radine. Talk to Radine, then Ku'u Yin, then Radine again to get the Number. There are several ways to get it, some non-violent, one violent. Take the Number to Ku'u to get 2500 experience and his Old Number (Tattoo). Enter the house at (x 1200 y 1500) and talk to Marta. (you can also find some Needle and Thread in here) -------------------------------------------------------------------------NPC: Marta (doesn't join) Stats: HP 3/3 AC 10 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Talk to Marta, but she won't notice you at first. Watch her work, then ask what she is doing. She thinks that you are the corpse that she is working on.

*ALIGNMENT*: If you 'throw your voice' you become more CHAOTIC. Again, ask her what she is doing. She tells you about 'stitchies' and 'teethies', ask about those as well. Ask if you can buy some needle and thread from her, and for a moment she thinks that you are the person she is supposed to give those items to. If you lie and say that you are you get 3 Needle & Threads and a Gauntlets of Teeth (neat weapon). *ALIGNMENT*: Lying to her about that makes you more CHAOTIC. If you offer instead to buy them off her you become more GOOD and more LAWFUL. If your INT is at least 15, then you can ask Marta to look inside YOU for things. Tell her to check your intestines and you get the Twisted Ring and your Intestines (which are now OUTSIDE of your body). (500 exp) Keep the Intestines, you will use them later. You can also rest here, and buy items if you wish. -------------------------------------------------------------------------Exit Marta's house, go right and talk to Ku'u Yin. (x 2020 y 1485) He tells you that a woman named Radine stole his 'number.' Leave him and go find Radine (usually to the southwest). Talk to her and ask for Ku'u's number. She doesn't really want to give it up. If you offer to buy it from her, she won't sell, but then you can threaten her and she'll give it to you (becoming more EVIL, of course). Otherwise you have to go back to Ku'u. Talk to him again and he begs for you to get it for him. Talk to Radine and she offers to pay Ku'u money for it. Return to Ku'u who refuses this offer. Finally return to Radine and convince her to give up the Number. *ALIGNMENT*: If you tell her that she has no Right to it, you become more LAWFUL. If you tell her that she doesn't need a Number to be successful you become more GOOD. If you threaten her you become more EVIL and if you tell her to make her own number you become more CHAOTIC. Also, if you give her money for her trouble (30 copper) you become more GOOD. Give the number to Ku'u for your reward: 2500 experience, the old number of Ku'u Yin (a tattoo that protects against Chaotic monsters). *ALIGNMENT*: If you LIE to Ku'u you become more CHAOTIC. If you demand payment for getting the Number you become more EVIL. Giving him the number makes you more LAWFUL and GOOD. Go up, then right, and enter the house (x 2540 y 930), there talk to Quint. --------------------------------------------------------------------------NPC: Quint (doesn't join) Stats: HP 6/6 AC 10 THAC0 19 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

The first time you talk with Quint he is VERY suspicious of you. He thinks you might be trading with everyone around, so convince him first

that you are only trading with him. Get him to answer you some questions and ask him about himself. He will offer you the job to find a trinket that Gris had, a Poison Charm. You can find this Charm just south of Marta's house (see Treasures). Give Quint the Charm for 7500 experience and 250 copper. Once that is done, you can shop here. --------------------------------------------------------------------------Exit Quint's shop, go right and talk to Uhir. He is missing a Knife. Be sure to keep your eyes peeled for Uhir's Knife. (or a ghoul with a knife) That is about it for the village, so go enter the large guarded door (x 3300 y 1100). Area: AR0110, Pharod's Domain Go northeast until you find Pharod sitting on his Palm Shaped Throne (x 2180 y 840). --------------------------------------------------------------------------NPC: Pharod (doesn't join) Stats: HP 3/3 AC 10 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Well, we finally found this loser. The guy so important you tattooed his name onto your back. Talk to Pharod and tell him that you have come for information, that only he can provide. Ask him to provide information about yourself. *ALIGNMENT*: If you say 'truth: I have forgotten myself' you become more LAWFUL. If you tell him about the tattoos on your back you become more LAWFUL. He tells you of a trinket that he wants you to find (if your WIS is at least 13, you can describe the Sphere to him before he tells you about it). Ask him where the Sphere is and then agree to get it for him. You can then ask him some questions. For example, when last you two met, you demanded to be taken into the Mortuary, Pharod doesn't know what you intended to do in there. Ask him about the Village and he tells you that it was created when the Dabus buried this section of the town. He doesn't know where your journal is (figures). If you heard Reekwind's story about Pharod, you can repeat it to him, although that just angers him. Ask him where he is getting the bodies, and he will tell you if you promise not to tell anyone. If you have a CHA of at least 14, then you can insult his comparison to a *mage*, and how his finding bodies hardly compares to magic (500 exp). Then he will spill the whole scheme without you having to VOW or LIE or anything. If you don't have the Charisma for that you can either VOW or LIE. He is actually simply digging up bodies that the Dustmen already buried. *ALIGNMENT*: VOW is LAWFUL, LIE is CHAOTIC. After this point, you can go to Sharegrave back in Ragpicker's Square and reveal Pharod's source for 750 experience as well as 100 copper (plus

another 100 if you asked for money, and you can get more if you reveal where Pharod lives). Also you can go visit Emoric back in the Gathering Dust Bar for another 2500 experience and 300 copper. *ALIGNMENT*: If you made a VOW to Pharod, then went and told Emoric anyway you become more CHAOTIC. If you Truth Emoric, then you become more LAWFUL. If you LIE to Emoric, you become more CHAOTIC (but you still get the reward). Oddly, telling Sharegrave doesn't seem to change your alignment. --------------------------------------------------------------------------Leave Pharod's house. Area: AR0109, Buried Village Go to the Southeast gate (x 3650 y 3000), and tell Barr to open the gate for you. Go to the next area. Be warned, if you don't have the Bronze Sphere with you, they won't let you back in without a bribe. You can get away with not paying the bribe, however. Say that you suppose that you can pay his "toll", then have him reach for it. If you have at least 10 DEX or 10 STR you should be able to catch his arm and have him let you back in for free. ------------------------------------------------------------------------------5. [CTCMBS] Catacombs ------------------------------------------------------------------------------Area: AR1400, Catacombs Treasures: - 6 Copper Commons - 3 Copper Commons Rags Bandages Skull - Bandages Rusty Dagger Skull - Copper Common Antler Axe Junk - 4 Copper Commons Skull - Leg Bone Club Skull - Shamanic Rod Skull - Jar of Embalming Fluid 2 Bandages - Tears of Sorrow - Gold Ring - Skull - Punch Daggers of Moorin 510 Copper Commons - Severed Arm (yours) - Enchanted Hammer 212 Copper Commons

(x 540 y 1720) (x 3200 y 2330)

(x 1700 y 1520) (x 2650 y 1025) (x 1550 y 370) (x 830 y 1500) (x 700 y 1040) (x 3200 y 2200) (x (x (x (x y ) y ) 2040 y 800) 3200 y 650, Shattered C)

(x 333 y 877, C. Dismemb.) (x 230 y 1550, Mosaic C.)

These Catacombs connect to several other significant Catacombs, tombs and other such places. We will be doing all of the crypts and things here, but the major areas (the Dead Nations, Warrens of Thought and the Drowned Nations) are done in the next sections. Go right, then up. This leads to two crypts, the Shattered Crypt and the Crypt of the Embraced. Enter the Crypt of the Embraced (x 2400 y 360). In here you will find one big crypt surrounded by several smaller ones. Open the big crypt and three Ghouls appear. Take them out. Investigate the corpse in the crypt and it appears to be a horrible way to die. If only he could talk... Leave this crypt. Note: You can talk to Gris once you get the Stories-Bones-Tell special ability. Now enter the Shattered Crypt (x 3200 y 650). When you reach the center of this room you will be ambushed by Lesser Vargouilles. (200 exp each) Then search over at the bone pile to find the Punch Daggers of Moorin. A box above it has 510 copper commons. Go down, and then up-left to get to the Crypt of Dismemberment (x 333 y 877). I would send ONLY Morte over to the crypt at the end of this hall. Just to the left of the coffin, open up a door to the lower level. This is a big pile o' guts here, just to the right of the pile is a corpse, search it to find your previous Severed Arm. Once you have the Arm, you can leave. Note: One of the bodies in the blood in the Crypt of Dismemberment is actually Lowden who you can talk to once you get Stories-BonesTell, though it can be difficult to initiate the dialog sometimes because the trigger is overlapped by the blood puddle's info trigger. (from Platter) The trigger is no longer difficult to activate with my Fixpack. Great credit to SKARDAVNELNATE for doing the detailed work to resolve this issue. [from Qwinn] Go back down, then left, and look at the Faces. (x 1115 y 1590) Here a face named Glyve asks for your help in getting himself freed. What he needs is a Flask of Endless Water, and to get it you need to talk to a man named Chad, but to do that, you first must visit either the Dead Nations or the Many-as-One catacombs. Agree to help him. Go left and enter the Mosaic Crypt (x 230 y 1550). There are several traps around this area, the most notable one being in the center of the mosaic. Go down and open the coffin to find some treasure. That's it. Exit. Go right, then down-right to (x 2350 y 1980), then go down-left to the entrance to the Dead Nations (x 1400 y 2500). ------------------------------------------------------------------------------5.1 [DDNTNS] Dead Nations ------------------------------------------------------------------------------Area: AR1500, Dead Nations Treasures: - Scroll of Blood Bridge - 500 Copper Commons - 2 Battle Axes Battle Axe of Quality - 10 Bandages

(x 1075 y 600) (x 1680 y 340) (x 1740 y 385) (x 2600 y 580)

- 3 Bone Charms - Rusty Dagger Bone Dagger - Charcoal Charm - 324 Copper Commons - 2 Clot Charms - Wooden Club - 3 Bandages - 2 Rusty Daggers

(x 1840 y 1270) (x 1960 y 1290) (x (x (x (x (x (x 2000 2525 2525 2500 1900 1015 y y y y y y 1830) 1770) 1685) 1600) 3250) 1850)

Experience: - Convince Hargrimm you mean no Harm Discover that Soego is a rat and tell Hargrimm for 3750 experience. Then beg to see the Silent King again and he asks you to kill rats. Do so, and return for another 3750 experience + 7500 experience. - The Puzzled Skeleton (x 2330 y 1700) Talk to the Puzzled skeleton and he has a riddle for you. "Think of words which end in '-GRY.' Angry and hungry are two of them. There are but three words in the Common Tongue... what is the third word? The word is something that one uses every day. If thou hast listened carefully, I have already told thee what it is." If you have an INT of at least 18 you can solve this for him, the answer is 'Tongue.' For this you get 6250 experience. (however, the Riddling Skeleton won't talk to you) - The Riddling Skeleton (x 2012 y 2900) After talking with the puzzled skeleton, but not solving the riddle you may want to go over to the Riddling Skeleton to try him on for size. Now if you don't have the 18 INT required to solve the riddle, then you can try to stump him (if you DO have the 18 INT, you can simply solve the riddle for the 6250 exp). You will then trade riddles back and forth, he gets your first one easily. You can answer his first riddle ('he is your son') if you have 12 INT. (625 exp) He gets your next riddle. Answer his ('wrong') if you have 14 INT (1250 exp). He gets your next riddle, then asks his own which you get if you have 16 INT ('tomorrow', 1875 experience). Then you give a riddle that he CAN'T answer. Demand the answer to his riddle (the 'tongue' one) for 2500 experience. Either way you do it, you get 6250 experience. - QUEST Uhir's Knife pt. 2 (x 2940 y 2840) Talk to the 'Knifed Ghoul' near the entrance to this place and ask him for the knife. You can then trade 6 rat tails for the knife and get 600 experience as well. - Stories Bones Tell (x 570 y 2840) Talk to Stale Mary and ask her how she talks to the undead. She will then teach you that skill (3750 experience). - QUEST Get a Name for the Nameless Zombie (x 1875 y 1940) Talk to the Nameless Zombie (only if you have gotten the Stories Bones Tell skill from Stale Mary) and she wants a name. Tell her to get a new name for 5000 experience. You will be immediately captured by the living dead who rule here. Submit to them and you will be taken to a small room. There you will find Soego.

Ask him all the questions you can, then say farewell. You can also use him to rest if you want. *ALIGNMENT*: If you refuse to be captured by the Undead, you become more EVIL and CHAOTIC. Go left and open the door (x 1300 y 720). Find and talk to Hargrimm the Bleak. Ask him about everything: Soego, the Silent King, Acaste, Ghouls, Zombies, Stale Mary, etc. Then drop down to find the Doubtful Skeleton. (x 1450 y 2400) He is having a crisis of faith. He thinks that maybe the True Death is for him. Return to Soego and tell him of the Doubtful Skeleton and he runs off excitedly to find his new convert. Wait until he leaves, and search the Metal Slab near where he was. (not until he leaves the area) There you find his journal which reveals that he is an evil Wererat. (2000 experience) Catch up to Soego and confront him about this. He turns into a Rat and must be put down. Be sure to take his head, it comes in handy later. Tell Hargrimm about Soego (3750 experience) and he will trust you just a little bit more. Ask Hargrimm to see the Silent King again, say that you need his permission to leave, then ask if there is anything that you can do. He wants you to find the Cranium Rats that have snuck in and kill them. You will find the rats in the small alcove (x 550 y 2000) just south then left from the chapel. Kill them. Return to Hargrimm and tell him (3750 experience) and he will now let you leave at your leisure. (7500 experience) Alternatively: Talk to Stale Mary and ask to see the Silent King. If you have at least a 16 CHA, then she will tell you to go to the Northwest Alcove (in the chapel) and think of the Silent King. (3750 exp) This portal takes you to the Silent King, who is long since passed into oblivion. Hargrimm and Mary appear and tell you about it, then let you go (7500 experience). *ALIGNMENT*: If you go tell Acaste that the Silent King is really dead, then you become much more EVIL and CHAOTIC. This is the ONLY non-violent method to see the Silent King. If you need to discover his secret for Many-As-One and didn't learn it here, you will have to fight your way in. South from the Doubtful Skeleton is a small room to the left. Inside are a multitude of Zombies, and their leader, Stale Mary (x 570 y 2840). ------------------------------------------------------------------------NPC: Stale Mary (doesn't join) Stats: HP 12/12 AC 8 THAC0 19 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Stale Mary is the most important of all the undead here, as she teaches you the most valuable skill. First off, ask her how she can speak with the other zombies there. Let her touch you (eww). Then have her teach you to Speak with the Dead. (3750 experience) From now on you have the Special Ability, Stories Bones Tell, which allows you to talk to corpses. Getting this requires an INT of 16.

Also ask her about the other creatures around here, such as Acaste and Hargrimm. ------------------------------------------------------------------------Once you have talked to Mary, go out and find the Nameless Zombie (x 1875 y 1940). -------------------------------------------------------------------------NPC: Nameless Zombie (doesn't join) Stats: HP 12/12 AC 8 THAC0 19 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Just like you, this zombie has forgotten her name. You can ONLY talk to her if you have learned the Stories-Bones-Tell from Stale Mary. She wants to know her name. *ALIGNMENT*: If you ask 'is that why you're so distressed' you become more GOOD. Now you could go out to the Drowned Nations and find her tomb, but the name has vanished from there as well. So ask why she doesn't just pick a new name, and then she asks you to pick one. Think of a name for her. (5000 experience) -------------------------------------------------------------------------Around the same area, you will find the Puzzled Skeleton (x 2330 y 1700) Talk to the Puzzled skeleton and he has a riddle for you: "Think of words which end in '-GRY.' Angry and hungry are two of them. There are but three words in the Common Tongue... what is the third word? The word is something that one uses every day. If thou hast listened carefully, I have already told thee what it is." If you have an INT of 18 or more you can solve this for him, the answer is 'Tongue.' For this you get 6250 experience. If you DON'T have an 18 INT, but DO have a 16 INT, find and talk to the Riddling Skeleton, who gave this riddle in the first place (x 2012 y 2900) Again, if you have the 18 INT, you can simply solve the riddle for the 6250 exp. If you don't, you can then trade riddles back and forth. He solves your first riddle easily. If you have 12 INT you can answer his first riddle ('he is your son', 625 exp). He gets your next riddle. His next riddle requires you to have 14 INT ('wrong', 1250 exp). He gets your next riddle, then asks his own which you get if you have 16 INT ('tomorrow', 1875 experience). Then you give a riddle that he CAN'T answer. Demand the answer to his riddle (the 'tongue' one) for 2500 experience. Either way you do it, you get 6250 experience. *ALIGNMENT*: If you promise not to tell his riddles, then you become more LAWFUL. If you go and tell anyway you become more CHAOTIC. Go down to where you first came in, then turn right and talk to the Knifed Ghoul. You can trade 6 rat tails for Uhir's Knife (600 exp). Go out the right doors, and talk to the corpse on the ground there (x 1640 y 2480). He asks you to kill some Vargouilles so that he doesn't become one of them. Agree to do that. Go up, then left, kill the Vargouilles and return (3750 experience). He tells you about the Decanter that we need for

Glyve. Return to the Dead Nations. When you are ready to go on, open the big doors at (x 2260 y 3200), go left and out to the Drowned Nation. ------------------------------------------------------------------------------5.2 [DRWNDN] Drowned Nations ------------------------------------------------------------------------------Area: AR1700, Drowned Nations Treasures: - Blood Charm 27 Copper Commons Abyssal Pipe - Blood Charm 31 Copper Commons War Hammer - 28 Copper Commons Gold Bracelet Spiked Knuckles - 24 Copper Commons Silver Earring Bone Charm 3 Charms of Infinite Recall Enchanted Punch Daggers - Blood Charm - Copper Earring - Copper Earring Tarnished Silver Bracelet 2 Needle and Thread - 4 Bandages Gold Ring Enchanted Hammer - 371 Copper Commons - Bronze Sphere 47 Copper Commons Battle Axe - Decanter of Endless Water

(x 2050 y 420) (x 3790 y 1515) (x 1325 y 2400) (x 1915 y 2700)

(x 1600 y 2200) (x 700 y 450) (x 3200 y 2675) (x 575 y 1150) (x 3100 y 830) (x 4140 y 2160) (x 3700 y 1275)

Not much strategy to this place, just wander through and take all the treasures. Be sure to get the Decanter of Endless Water and the Bronze Sphere. There are only two types of enemies here, Vargouilles and the Trocopotacas. Make your way down to the bottom of the area. (x 4100 y 2800) Open the doors here and go through. Be SURE to have plenty of free inventory slots on the Nameless One. He will need them. Area: AR1800, Tomb of the Nameless One I'm not listing the treasures here as you can't get them whenever you want. I will list them as you get them. This area is HEAVILY trapped, with the worst traps being on the symbols on the floor (those are the symbols of Torment, by the way). Go left (x 2550 y 950) and get the treasure on the corpse: 10 Copper 3 Bandages

Further left is a giant pot (x 2200 y 710). Ignore it, it's trapped and empty. Just below that and to the left is another corpse (x 2000 y 850): 22 Copper Antler Axe Now sneak by the symbol on the floor into the passage and into the next room. You will be teleported elsewhere. Above you is a corpse (x 1075 y 890): Punch Daggers Charm of Infinite Recall Silver Bracelet Go down, avoid the Symbol, and search the final corpse (x 500 y 1400): Silver Earring Abyssal Pipe Now search the big obvious coffin for the Tomb Key1. Step onto the Symbol and get yourself killed. You will be back at the beginning. Go back into the passage to get teleported to another room. Search the coffin here for Tomb Key2. Step on the symbol and get yourself killed again. Back into the passage and be teleported yet again. Search this coffin for Tomb Key3. Get killed again, then back into the passage. This time you won't be teleported! There is a Coffin in the center of this room, and 8 writings on the walls. Click on each of the writings, examine the panel, then push in the wall. Also, one of the panels will read like the tattoos on your back. Be sure to read that one again as it says 'don't trust the skull' at the end. Go to the Coffin in the center and take the Final Key. Go down the bottom passage to be teleported to the final room here. Search the coffin here: Enchanted Battle Axe Corpse Fly Charm Tear of Salieru Dei Knot Charm Heart Charm Scroll of Ax of Torment Take the items and a portal will open above you. Exit. Once out, get your party members back. -------------------------------------------------------------------------NPC: Morte (already joined) Talk to Morte again and ask him to read the Tattoo on your back. All of it. At the end ask him about the part of not trusting the skull and you get 1000 experience. He says that that wasn't important and that you really can trust him. Honest. But he offers no more on the subject. -------------------------------------------------------------------------------------------------------------------------------------------------------5.3 [WRRNSF] Warrens of Thought -------------------------------------------------------------------------------

I have never liked the Warrens of Thought. To me, it just seemed like a big pointless area. (for those of you wondering why it took so long to update between 0.3 and 0.4, this area is why) There's no particular need to go here, so you can just skip to section 6. Pharod's Answers right now if you want. Area: AR1400, Catacombs You can get to the Warrens of Though at (x 3790 y 920). You will find some Wererats skulking about, finish them off. Enter the Warrens of Thought. Area: AR1600, Warrens of Thought Treasures: - 27 Copper - 22 Copper Copper Earring - 4 Bandages 31 Copper Leg Bone Club - 14 Copper - 3 Bandages 4 Copper 2 Needle & Thread - Leg Bone Club Scroll of Ball Lightning - Blood Fly Charm Gold Ring - 47 Copper - Mace 2 Heart Charm 3 Corpse Fly Charm - Mace Baatezu Mace - Battle Axe - Crescent Hatchet - Murk (invokes Blacksphere spell)

(x 630 y 940) (x 1465 y 500) (x 2535 y 580) (x 2550 y 1270) (x 2500 y 1380) (x 3030 y 2460) (x 4370 y 2280) (x 2025 y 2210) (x 4100 y 2320) (x 4200 y 2250) (x 4585 y 2030) (x 4660 y 1990) (x 2085 y 325)

Experience: - Escape from Prison Without Annah in your party, you must convince the rat guards to let you go. There are several different methods, each gets you 3750 experience. Note: Try to avoid killing any Cranium Rats while here, it affects how the Many-As-One treats you. Immediately a very large wererat by the name of Mantuok asks you politely what you are doing here. Tell him that you are from the Buried Village, that you are there to see him personally, that Soego sent you (available only if you discovered he was a Wererat back in the Dead Nations) and that you must talk to the Many-As-One personally. This will get you instantly teleported to the Many-As-One (see below). If you do anything else you'll get captured or Mantuok will fight you. (not preferable) Note: If you make a deal with the Many-As-One, all the rats here will be Neutral. Assuming you got captured, walk over to the door and talk to the guards. There are several ways to convince them to let you out. With a STR of 13 or more, you can threaten them with their lives (3750 exp), with a CHR of 13 you can promise that no one will ever know what happened (3750 exp), or

with an INT of 13 you can ask him to "think about it" (3750 exp). If you have NONE of those stats, there's always bribery (3750 exp, and you lose 100 copper). However, if Annah is in your party, Shaddeus (the other guard) will simply kill his companion and let you out. What you could do is drop Annah as far away from the door as possible, then go up to the door and get out using one of the above methods. That way you get more experience. Note: If you weren't captured, and go by the prison doorway anyway, the Wererats will still behave as though you were captured (ONLY if Annah is in the party), so one will still kill the other and "let you out". This is the only way to open that doorway to get the treasure within if you weren't captured. After getting out like that, you only have about 5 seconds before the Wererats turn hostile. In my Fixpack, the wererats that actually let you out of the jail no longer attack you the moment you leave, because that makes no sense. Other wererats and rats, however, will still do so. [from Qwinn] Besides getting the above treasures, there's only one place to go here, and that is to see the Many-as-One (x 3930 y 940). Area: AR1601, Many-as-One --------------------------------------------------------------------------NPC: Many-As-One (doesn't join) When I say "Many-As-One" what I'm referring to is the collective consciousness of the cranium rats (very Borg-like, if you are familiar with Star Trek). As soon as you enter, you must talk with the rats. Avoid telling them that you came here by accident, they don't like that and will attack (sending dozens of Cranium Rats at you, once you kill the rats, they'll talk to you again). They ask why you came here, if you have 14 INT you can ask why mind reading rats don't already KNOW why you're here. Then think of anyone OTHER than the Silent King and you can prove that they can't read your mind. Most conversation threads from this point lead to the rats asking you to infiltrate the Dead Nations and learn what you can about the Silent King. You must convince Many-As-One that you would make a skillful assassin. Once you've learned the Silent King's horrible secret, return here and tell the rats. For your efforts your party gets 7500 EXP. Then the Nameless One gets a bonus exp (1000 if your WIS is 13 or less, 2000 if it is 14 or more) and a new memory. The memory depends on the class of the Nameless One at the time. If you're a fighter you get 1000 exp, while thieves and mages get 2000. Note: If you killed too many Cranium Rats while in the Warrens of Thought, you can get the 7500 exp, but not the recovered Memory. Many-As-One will attack you before it gets to that. *ALIGNMENT*: Revealing that the Silent King is TRULY silent makes you more CHAOTIC and EVIL, IF you promised Hargrimm that you

would keep their secret, otherwise nothing happens. If you BLUFF the Many-As-One into believing that the Silent King is too powerful (no alignment effect) nets your party the same 7500 experience, but no recovered memory for the Nameless One. Also if the Ghouls went wild and killed everyone else in the Dead Nations, you only get the 7500 experience. --------------------------------------------------------------------------------------------------------------------------------------------------------6. [PHRDSN] Pharod's Answers ------------------------------------------------------------------------------Area: AR1400, Catacombs Go talk to Glyve again (x 1115 y 1590) now that you have the Decanter of Endless Water. Give him a taste from the Flask (5000 experience) and he will tell you to seek out Nemelle in the Clerk's War (this doesn't make it into your journal for some reason). Nemelle will allow you to use the flask to free Ignus from the Smoldering Corpse bar. Head back to Pharod. Area: AR0109, Buried Village Talk to Uhir and give him back his dagger for 5000 experience. Enter Pharod's Castle and talk to him again. --------------------------------------------------------------------------NPC: Pharod (doesn't join) Give him the Bronze Sphere for 15,000 experience. He wants you to promise not to kill him before he gives you the answers. *ALIGNMENT*: VOW makes you more LAWFUL, LIE makes you more CHAOTIC and more EVIL. After he tells you that all you wanted was a your stats you can see a hole in his story. or 14 INT then you can wonder why he did it. discover that you slaughtered his collectors Simple Boon, depending on If you have 14 WIS, 13 CHA, Press him on that to until he saw you.

*ALIGNMENT*: If you say 'Truth: "I'm sorry about your people, Pharod. That wasn't me... but if I can make up the loss to you, I will."' then you become more GOOD and LAWFUL, if you say 'Truth: "I'm sorry about your people, Pharod, for what that's worth."' you become more GOOD. Next question, you ask Pharod what he took off of you. He says that he took nothing and that his daughter, Annah, might have. If your INT is 14 or higher you can demand that he give you what he took from you. *ALIGNMENT*: After that you have to TRUTH or BLUFF him into getting your items, and most of these make you more CHAOTIC or EVIL. If you didn't promise not to tell anyone about his secret earlier, then you can safely threaten to tell the Dustmen. You get 1000 experience for that. What items you get depends on your

Charisma: 10 or less: Note from Pharod 200 Copper 11 to 14: Note from Pharod Gehraise's Ring (+3 save vs. poison) 250 Copper 15 or more: Note from Pharod Gehraise's Ring 3 Bandages 350 Copper He then introduces you to Annah. At the end of her conversation, you have the option of having her take you directly to your next destination, or sticking around here. It is up to you. --------------------------------------------------------------------------Immediately talk to Annah again. --------------------------------------------------------------------------NPC: Annah (joins) Stats: HP 38/38 AC 4 THAC0 17 Str 14 Dex 18 Con 16 Int 12 Wis 10 Cha 13

Ask Annah what she found on your body, then you will demand the item back. It is a Ring of the Traveler (+1 AC). Then have her switch you back to a Thief. Then ask her about Thieving skills again and ask to be trained. You can then train in the four major thieving categories for 1000 exp each and a +3 to each of the skills. (total of 4000 experience) You can also teach her a few things depending on your thieving skills. If you have at least 50 in any of the categories you can teach her how to be better in that category. Each time you train her, she gains 1000 exp and +3 in that thieving category. (total of 4000 experience) Ask Annah about Pharod until she tells you why he was searching for the bronze sphere. This nets you 2500 exp. (Steve Bush) --------------------------------------------------------------------------We found Soego, so go back to the Mortuary Area of the Hive and enter the Gathering Dust Bar. Area: AR0205, Gathering Dust Bar Talk to Emoric and tell him about Soego for 2500 experience. Then tell him that yes you DO want to join with the Dustmen. Take your oaths. Once you have joined you get another 2500 experience and can buy things from him. (If you have already joined a faction you only get 1000 experience) *ALIGNMENT*: Lying while taking your Oaths makes you more CHAOTIC. Head out to the Smoldering Corpse area, and then enter Fell's Tattoo Parlor (you DO remember the Severed Arm, don't you?). Area: AR0404, Fell's Tattoo Parlor Talk to Fell and ask Dak'kon to translate.

--------------------------------------------------------------------------NPC: Fell (doesn't join) First Annah gets very paranoid about hanging out with Fell around. Ask her what is wrong, and tell her that no harm will come to her while you are there (that makes her happier). Then PROMISE her that no harm will come to her (she becomes more happy). *ALIGNMENT*: PROMISING Annah makes you more LAWFUL. Lying makes you more CHAOTIC. Ask Fell about the Arm you found, and he will tell you a bit about it. However, Dak'kon doesn't translate all the message (you must have 15 INT or have learned the Dabus speech earlier). If you have 15 WIS you will *know* that Dak'kon is lying to you. Call him on it. (but don't ORDER him to tell you, or he becomes unhappy) If you demand answers or you will lose your temper you get 250 experience. If you have 14 CHA or 15 INT you can convince him for 500 experience. If you have 13 WIS you can convince him and get 750 experience. You will learn of your four previous companions: The woman who loves you (Deionarra) He who sees what other don't The Slave (Dak'kon) A Familiar (Morte) And then you are told of the Symbol of Torment which bound these 4 to you. Ask Dak'kon about the 4, and he tells you to talk about it later when you are alone. Ask Fell about the Tattoos and he will relearn some old tattoos to sell you. That Tattoo of the Lost Incarnation will net you 1500 experience when used. You can also ask him all about what he knows of you, how you died, etc. He tells you not to sign anything, but it may be too late for that. --------------------------------------------------------------------------Talk to Dak'kon. --------------------------------------------------------------------------NPC: Dak'kon (already joined) Ask Dak'kon about your Travels, then ask about the Fell Tattoo. Ask about the Four who Traveled with you. If you have 15 INT or 15 WIS then you can ask if he was the Slave and get 3000 experience. He will then tell you the story of how that came to be. If you have 13 WIS then this story leads to a Memory for you of how you rescued Dak'kon from destruction. Surrender to this memory. The memory is worth 6000 exp. Ask about your travels, your 4 old companions, what he can tell you about the four, who the Archer was, and what his name was. This leads to a recovered memory (3000 exp) of the name Xachariah. After your memory you know that you gave Dak'kon the Unbroken Circle of Zerthimon. If you have studied the Circle all the way through, then you can ask him if it really helped him.

*ALIGNMENT*: If you tell Dak'kon that he need serve you no longer, then you become more GOOD. If you VOW to help him you become more LAWFUL. (although he doesn't seem to like your VOW) Ask him another question, ask him about your previous Incarnation. He tells you that he vowed to stick with him until you were no more, not realizing that you are immortal. *ALIGNMENT*: If you say that you don't consider Dak'kon a slave, you become more GOOD (and he becomes more Happy). If you are happy that he is your slave, you become more EVIL (and Dak'kon becomes more Miserable). --------------------------------------------------------------------------Go back to the Mortuary. To get back in, either talk to Pox at the entrance or get yourself killed somehow. If you're a member of the Dustmen you can simply ask one of the guards to let you in. Area: AR0201, The Mortuary, Main Level Dak'kon mentioned earlier your 4 companions. You know where 3 of them are (Morte, Dak'kon and Deionarra) so let's find the fourth. We're looking for a Zombie Worker in the top right room here, at about (x 3845 y 1100). --------------------------------------------------------------------------NPC: Xachariah (doesn't join) Stats: HP 8/8 AC 8 THAC0 19 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Number 331 has seen better days. But then, you could say that about most the zombies here. Use your Stories-Bones-Tell on the corpse. Xach asks who's there. With an INT of at least 17 you can say "It is I", which won't get you anywhere unless you already know his name is Xachariah. (You should have learned his name from Dak'kon) Pump him for information. Be sure to ask about your previous companions, and learn about Deionarra. Be sure to ask Xach about yourself, and keep asking about that until he tells you that you LEFT something inside of him. Get it out (having a scalpel is helpful, but unneccesary). You get: Xachariah's Liver (Ew) Not quite what you were after, so you try again. This time you get: Xachariah's Heart (increases DEX +1, and AC vs. Missiles +1) When you're done with him, he requests that you kill him. Do so and leave. --------------------------------------------------------------------------Head back to the Smoldering Corpse area. ------------------------------------------------------------------------------7. [LVNGTH] Leaving the Hive -------------------------------------------------------------------------------

Area: AR0400, Southeast Hive Just left of Fell's tattoo parlor, you will find a Painted Door (x 3625 y 630). Go up and click it. Ask Annah if this REALLY is the door and she'll tell you how to open it. Go on in, if you're ready. Area: AR0403, Starved Dogs Barking Lair Treasures: - 220 Copper - 2 Bandages - 5 Copper - Blood Fly Charm - 147 Copper - Silver Bracelet - Iron Prybar - 75 Copper Bone Dagger - 4 Clot Charms 95 Copper - 46 Copper Tarnished Silver Bracelet Gold Ring Knot Charm - 121 Copper - Tenement Key

(x (x (x (x (x (x (x (x

550 y 1415) 1450 y 1510) 1320 y 1030) 1400 y 2930) 1780 y 2200) 2230 y 1980) 2500 y 2500) 3480 y 2280)

(x 2550 y 480) (x 610 y 2040)

(x 2340 y 2600, trapped) (x 2940 y 340, on a mage)

As you enter, you see the end of Pharod. You'll have to go back there soon to see what Pharod left for you. (check the end of this section for more details on that) Anyway as you first enter, there is a Tiefling Painter. Ignore her and continue to the next hallway. At the end of this hallway is a barrel with some copper and a Thug. Next there are 2 rooms, one to the south and one to the north. Hit the north room first (x 600 y 1185). In here several "painted" Thugs battle it out ... for some reason. Either wait for a victor, or take them both on. (I've always wondered if these "Painted Thugs" were paintings that came to life, or were thugs that got painted on by a thoughtless tiefling) Vlad has the answer to this: One of the two (very chaotic) thugs painted both himself and the other thug. The other thug says something to the effect of "this will teach you to pain people while they're asleep" as they begin fighting. Then go to the south door (x 900 y 1230), go through the small room to the next door and go through. The next door on your right leads to a blind man named Tiresias. I wouldn't bother talking to him unless you are a member of the Chaosmen already. -------------------------------------------------------------------------NPC: Tiresias (doesn't join) Stats: HP 8/8 AC 4 THAC0 8 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Only talk to Tiresias if you have already joined the Chaosmen (otherwise you'll have to kill him. You can snap his neck if you have 13 DEX). He gives much the same information as Sybil, so I don't think he's very important. You also have to bribe him to get the info out of him, and he won't take less than 20 copper (or you could turn Sybil in to him).

*ALIGNMENT*: You can turn Sybil in to Tiresias, but this makes you more CHAOTIC and EVIL. -------------------------------------------------------------------------Open the door just to the left of that one (x 1480 y 1840) to find Sybil. -------------------------------------------------------------------------NPC: Sybil (doesn't join) Stats: HP 5/5 AC 8 THAC0 17 Str 9 Dex 14 Con 9 Int 9 Wis 9 Cha 9

You'll find Sybil skulking about in the shadows. She warns you that through the next door are more than a dozen Chaosmen. However, she does know of an alternate route, going through a side door. Problem is, that it is locked. Guess you'll need to go upstairs to get the key. Ask "who are you" and she'll say that she is looking for food. If you have 12 INT you can ask what is in the pouch. Or, with 14 INT & 12 WIS you can flat out accuse her of stealing. She then turns the tables on you and asks what you are doing there. With 13 CHA you can be nice and say that you don't really belong there. *ALIGNMENT*: If you tell her that you will turn her in to the Barking Dogs you become more EVIL. After you get out of this area she'll give you 1000 experience and an Adder's Tear. -------------------------------------------------------------------------Go back to the hallway, and take the south door (x 1900 y 2020). This room has 3 new doorways. The southwestern door (x 1770 y 2470) leads to a large new room with some thugs (and the north door is the locked door Sybil was talking about) going further south from there leads to another thug and a Blood Fly Charm in the toilet. The southern door (x 2135 y 2530) can be lockpicked by either the Nameless One or Annah. (right-click, special abilities, Thieving skills) Within is a Trapped and Locked chest. Use your thieving skills on it twice to get the treasure. The only other door you can open is the Eastern door (x 2400 y 2360). Go up the stairs. There are rooms to each side, and a doorway to the north. The left room has some treasure, get it, and go north. Kill the two thugs and go up the next stairs. When you're ready for a battle, open the north door and fight the thugs there. If you stay out of the hallway you can fight the mage later. Once the thugs are dead, go up and take on the mage (650 exp). Once he's dead, search him for the key. The left room has some treasure, and the right room has another thug. Go back down to the first floor. Take the southwestern passage, then use your key on the northwestern door you find (x 1320 y 2380). Remember keys are automatically used when you click the door. Once inside, run left then down to get out (x 400 y 2500). (There is some treasure in this room, however, in order to get it you'll probably have to kill all the thugs)

From Qwinn: The Starved Dogs Barking Lair is COMPLETELY revamped by my Fixpack. Originally, it was a completely trivial and easily bypassed area. It is now what it was meant to be: a thieves' playground! Here is a list of the changes. 1) In the unfixed game, in the southwestern room (not counting the bathroom), there is a "secret" door (which isn't secret at all due to a broken mechanic, it appears easily to anyone in range) near the (x 400 y 2500) exit that allows you to bypass this entire area easily. This door will now ONLY be useful if you are a Chaosman and you have convinced Tiresias to tell you where it is. 2) In the unfixed game, all thugs in the area are initially hostile (red circle) and thus cannot be pickpocketed. They will now only go hostile if they actually -see- you. This means that you or Annah can get the key from the mage on the top floor via stealth and pickpocketing, so there is still a way to get through the area without much combat. The hostility fix also fixes the annoying problem that you couldn't save your game anywhere in this area until most thugs were dead. 3) As part of a larger fix, the thugs in the big room can now actually run after you. Previously, they were so slow that you could also evade the entire area by opening the big main doors and then just running someone to the exit while they waddled after you. You won't find that nearly as easy anymore. The net effect of these changes is that getting through this area now requires a modicum of thought and effort, and in my opinion it's a lot more fun now. Area: AR0401, Alley of Lingering Sighs Once outside, Sybil should show up and give you 1000 exp and an Adder's Tear (assuming you agreed to help her, and didn't turn her in to Tiresias). Go west, then south, and follow this path along to the building (x 1015 y 1425). Enter. (AR3005C) There is the body of a dead Dabus here, go up to it and click it. If you learned how to Speak with the Dead, use that option in the "conversation." You will learn how the Dabus died, plus for the memory (though not yours) you get 1000 experience. Be sure to take his Hammer as well. Go back out. Continue east down the path, open the gate (x 3440 y 1440) and go to the next area. Area: AR0405, Alley of Lingering Sighs 2 Annah shows you where she found your body, when a face forms in the wall and talks to you. Ask how it recognizes you and you get treated to a cutscene of how your previous incarnation died, and how Annah found you. It then tells you that it needs to "Divide" and that it can only do that if someone (say, YOU) removes that Dabus out there. Before we do that, talk to Annah. Ask about how she found your body, and

keep after her until you learn that she felt compelled to search the alley. This is worth 2500 exp. Go back and talk to the Dabus. (to get back to the alley quicker, only send the Nameless One to talk to the Dabus, then to return to the alley, have anyone else leave the area) Tell him of the dead Dabus in the building. *ALIGNMENT*: If you lie to him about how the Dabus died, you become more CHAOTIC. If you tell the truth, you become more LAWFUL. The Dabus goes to investigate and gets trapped in the building. Return to the Alley. Having "removed" the Dabus, the alley gives you 11,500 experience. If you killed the Dabus you get only 1500 experience (and the Alley isn't happy with you either). It now asks you to undo the damage that the Dabus had been causing. He vaguely tells you where you should be going. Return to the previous area again. The repairs require a Hammer and a Prybar. You should have taken the Hammer from the dead Dabus, and hopefully you still have a Prybar (if not, you can find one in the Starving Dogs building). Note: With my Fixpack, you can tell the live dabus about the dead dabus before the Alley asks you to do so. If you do that before talking to the Alley, when you do talk to the Alley, you will get 15000 xp instead of the 11,500 xp reward. [from Qwinn] The two places to repair are at (x 2800 y 1290) and (x 820 y 1120, near where the live Dabus was standing). Return to the Alley. Once you've reversed the changes, the alley can divide (and more importantly you get 16,250 experience). The divided alley provides the method you use to get to the Lower Ward (it will automatically take you there). ------------------------------------------------------------------------------8. [THLWRW] The Lower Ward ------------------------------------------------------------------------------Area: AR0500, Lower Ward Treasures: - 9 Copper - 15 Copper - 9 Copper - 1 Clot Charm 3 Bandages - 25 Copper - 7 Copper 11 Bandages - 1 Bandage 5 Copper - Poor Quality Stilleto

(x (x (x (x

966 y 2450) 490 y 2420) 1460 y 1820) 1575 y 1800)

(x 2400 y 1670) (x 2490 y 1620) (x 3020 y 2265) (x 3450 y 1800)

Experience: the experience summary is being discontinued. You can still use the walkthrough to find all the experience. Your party gets distracted by a clothes merchant, allowing some Wererats to skullnap Morte. (hence why you remove all his items before this!) There is no way to catch or stop this from happening. Now you must keep your eyes open for a skull that seems to be a little too chatty.

Note: There may be a pile of stuff where Morte was abducted. This will be Morte's equipment. If you need training as a Warrior, you can talk to Korur (x 490 y 2200). Go up and talk to the mage, Sebastian (x 860 y 1600). --------------------------------------------------------------------------NPC: Sebastian (doesn't join) Stats: HP 32/32 AC 4 THAC0 16 Str 10 Dex 12 Con 10 Int 18 Wis 12 Cha 14

First thing's first, ask him some questions. Ask about the locale, and the ward in particular. Ask why it is called the Lower Ward, then ask about the "incident." Follow up on this until you recover the memory (500 experience). Also be sure to ask about Morte, and he'll mention the Master of Bones, who lives in a ramshackle house in the ward somewhere. Next ask if he can do something about your scars. In exchange for making you appear more attractive, you must off one of his enemies, an Abishai called Grosuk. He tells you to find Grosuk over by the Siege Tower. Kill him and return to Sebastian. (If you have trouble killing Grosuk, remember to surround him first, then if someone gets wounded, pull them out of the fight) Sebastian then rewards you with 4000 experience and CHA +2. Grosuk's Stats: HP 71 AC STR DEX CON INT WIS CHA -1 17 12 17 14 12 9 EXP 8000

*ALIGNMENT*: Taunting Grosuk makes you more CHAOTIC. Also, if you tell Grosuk that Sebastian is out to kill him (to the point that you are doing it in exchange for your own life), you become more EVIL. (and, of course, you won't get Sebastian's reward... dead mages tell no tales) --------------------------------------------------------------------------Go over to Giltspur and buy some Poisoned Cheese. (x 1840 y 2250) Now let's get Morte back. Enter the house at (x 2400 y 2930). Once inside, descend to the lower level. Area: AR0508, Lothar the Master of Bones Treasures: - Grimoire of Pestilential Thought (x 1050 y 3020, on Mantuok) Lothar will pop in and talk to you. --------------------------------------------------------------------------NPC: Lothar (doesn't join) Stats: HP 32000/32000 AC -10 THAC0 1 Str 18 Dex 18 Con 18 Int 18 Wis 18 Cha 18

Judging simply by his stats, you don't want to fight Lothar. Tell Lothar that you want Morte back. He won't give him back, however, he is willing to make a trade for a greater skull. Ask where you might

find a greater skull and he tells you how to get to YOUR tomb (the one we found in the catacombs). If you've already been there (and you should have been) tell him that to get 30,000 experience. Note: If you have the poisoned cheese, and intend to use it on Mantuok do NOT give Lothar the skull just yet. Talk to him again and give him Soego's skull for 15,000 experience. If you don't HAVE Soego's skull, you'll have to get another one somewhere. The following other skulls also work: Mantuok Silent King Hargrimm Stale Mary Acaste Next ask Lothar why you are immortal and he mentions Ravel, the night hag. Ask about her and how you might find her as well. --------------------------------------------------------------------------Click the big object in the center of the room to open the passage, go in. Drop down to (x 1047 y 3021) to find Mantuok. If you happen to have some Poisoned Cheese you can give it to him for 5000 experience. (which you can buy from Giltspur) In any case, you want him dead, so fight him if you have to. When he's dead take the Grimoire of Pestilential Thought off him. Note: You can only poison Mantuok BEFORE you give Lothar the skull. The Grimoire is one of the more interesting items in the game. It is also one of the most EVIL inducing items as well. When you talk to it, it tells you to do something for it in exchange for more power. The things that it asks you to do start out small, but eventually he asks for worse and worse things (such as killing a companion). If you're up for some EVIL, right click and talk to it. --------------------------------------------------------------------------ITEM: Grimoire of Pestilential Thought The Grimoire tells you that it can grant you power, for a price. It also will give you "advice." Personally I don't recommend doing anything the book tells you to do, but that is up to you, really. *ALIGNMENT*: The more you listen to his advice, the more EVIL you become. (It takes about 3 advisings for any effect to take place) If you ask for ALL his advice, you'll likely have switched alignments to something EVIL. Next ask it about its powers. First it asks for a drop of your blood on its pages. If you do so, you get the spell: Blindness *ALIGNMENT*: Doing that makes you more EVIL. For the next power, he needs you to sell one of your companions into slavery. Go to the Clerk's Ward, and enter the Curio Shop. There talk to Vrischika and sell one of your companions. Talk to the book again and

get the spell: Adder's Kiss *ALIGNMENT*: Quite a bit more EVIL comes from selling a friend into slavery. Makes sense. Note: Even with my Fixpack, trying to sell Annah will incorrectly cause Vrischika and her servant to go hostile. This will be fixed in my Fixpack version 4.0. [from Qwinn] Finally the last task is to KILL one of your companions. Doesn't matter who you kill. Once they're dead talk to the book again to get the spell: Power Word, Kill *ALIGNMENT*: I believe this to be the single most EVIL act in the game. And with that, the book is silent. You'd probably better sell it. --------------------------------------------------------------------------Return to the surface and reclaim Morte. Also, you can talk to four of the skulls on the huge shelves in Lothar's laboratory. Two of them warn you about Mantuok and the Pestilential Grimoire, one claims to have hidden some stuff near Carceri but won't say where, and finally, if asked about Ravel Puzzlewell the skull of the Sensate Ocean-Before-The-Storm reveals one of her riddles, giving a recovered memory and 2000 EXP. (from 4Fold) If you are an Anarchist, Grimscalp the skull WILL tell you how to get his stash. If you get this information out of him, later on you can tell Devore, the warehouse manager in Curst (before Carceri), and he will give you the skull's stash: 1000 xp, 250 copper and the Spiked Gauntlets of Ogre Power. [from Qwinn] Note: Morte now has the new Skull Mob ability. When invoked, he can summon a horde of skulls from off-screen to come and bite an opponent multiple times. The strength and damage of the skulls varies according to Morte's level, and the power can only be used a limited number of times per day. Area: AR0500, Lower Ward Next talk to Xanthia just to the right of Sebastian (x 1140 y 1640). --------------------------------------------------------------------------NPC: Xanthia (doesn't join) Stats: HP 37/37 AC 3 THAC0 15 Str 12 Dex 12 Con 12 Int 14 Wis 10 Cha 14

Ask Xanthia what she is doing here, and she tells you that there is going to be a fight soon. She points you to three Thokola who will very soon be taking on an Abishai. However, Abishai require magical weaponry to be killed, which the Thokola do not possess. Ask her how she knows this and she reveals that she set the whole fight up in the first place. (they ruined one of her dresses) Go over to the Thokola named Thorp and talk to him. Warn Thorp that

Xanthia is plotting his doom to get 6000 experience and 600 copper. *ALIGNMENT*: Telling Thorp that your name is Adahn makes you more CHAOTIC. (and increases the likelihood of Adahn actually appearing in the Smoldering Corpse Bar) Warning Thorp makes you more GOOD. Return to Xanthia and she'll hate you quite a lot. Take full credit for warning Thorp to get another 2000 experience. She then leaves. (if you deny credit for telling them you get no experience and she leaves anyway) Alternatively: Go talk to Thorp, but don't warn him. Then return to Xanthia and she'll reward you with 500 copper and 500 experience. WARNING: Without my Fixpack, make sure to do this quickly, there's a 10-15 second window after they're dead but before she leaves where you won't actually get the copper reward. [from Qwinn] *ALIGNMENT*: And doing that makes you more EVIL. If you're curious, if you let the Thokola's get attacked by the Abishai, then go up and kill the Abishai for them, you get their thanks, but nothing else. --------------------------------------------------------------------------Continue right and find the a Githzerai woman in robes (she looks like a Dustie) named An'azi. Dak'kon translates her speech for you, telling you her name and that she is dying. Ask if there is anything you can do, and Dak'kon tells you that he can put her out of her misery. Let him do so, but mercifully and you get 4000 experience. (if you have Dak'kon kill her mercifully he is more HAPPY, make him do it painfully and he is less HAPPY) *ALIGNMENT*: Killing her makes you more GOOD. Refusing to kill her makes you more EVIL. Leave Dak'kon near Sebastian. He doesn't need to be ejected from the party just left behind. Using only the Nameless One, search for a Githyanki named Yi'minn (x 2645 y 980, or thereabouts). Do NOT talk to him with Dak'kon in range! (if Dak'kon is nearby they end out fighting) Note: In my Fixpack v3.0, their initial meeting is no longer inevitably disastrous. As was intended, you will be warned by Dak'kon once not to talk to Yi'minn with Dak'kon around, and you'll have one opportunity to leave the conversation peacefully and drop Dak'kon off somewhere. [from Qwinn] ------------------------------------------------------------------------NPC: Yi'minn (doesn't join) Stats: HP 36/36 AC 6 THAC0 15 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Talk to Yi'minn and he offers to recover some of your memories for you. Isn't that nice. The only catch is that you must go with him alone. Agree to go with him. You end out in an ambush, let them kill you (trust me). They will

discuss their plans to raid a Githzerai base called Vristigor. Sounds like useful information to me. Don't worry, you'll get right back up once they leave. Note: With an INT of EXACTLY 14 you can detect the trap before setting off for it. You can then insult Yi'minn and have him simply attack you. This is worth 1000 experience. (and not recommended) ------------------------------------------------------------------------Now let's find a market for our information. Search for the Githzerai woman named Kii'na (she moves from x 800 y 1800 to x 1200 y 1950 to x 800 y 2195). Tell her of the Vristigor and that some Githyanki are planning to raid it and you get 8000 experience. She then leaves to deal with the raid. If you have Dak'kon with you, she'll mention Shrak'at'lor, which you can then ask Dak'kon about. (nothing really important, and if you've followed my walkthrough you should have already learned about it) Note: With the Restored Lower Ward Encounters component of my Unfinished Business mod, Ki'ina will return to the Lower Ward after about a week of game time for a follow up. There's no reward for it or anything, other than the satisfaction of knowing the consequences of your actions. [from Qwinn] Near the entrance to the market is a crowd of people listening to a man named Giltspur. Talk to him (x 1840 y 2250). --------------------------------------------------------------------------NPC: Giltspur (doesn't join) Stats: HP 35/35 AC 8 THAC0 18 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Besides buying and selling (at ripoff prices), Giltspur also offers employment. Ask him about jobs he needs doing and he'll give you one. He gives you a letter to take to Scofflaw Penn for printing. Penn's office is up at (x 3400 y 1030) in the same area. Enter and talk to Penn. Give him the letter and leave (the only other reason to talk to Penn is if you are an Anarchist). Return to Giltspur with the good news. He gives you 50 copper and 6000 experience. Now he gives you a note to deliver to Keldor at the Great Foundry. Note: In my Fixpack, if you have previously angered Penn, you will no longer be given this quest, which means you'll miss out on all of Giltspur's quests. [from Qwinn] Go up to the big gates, and have the guards let you in (you are, after all, delivering a note). Enter the foundry, go up to the doors at (x 2320 y 2000) then go up into the Hall and find Keldor (x 1325 y 1045). Give him the note and return to Giltspur. This time you get 100 copper and 6000 experience. Finally he gives you a Handbill to post at the Smoldering Corpse. Go back to the Hive, enter the bar and give it to the barkeeper. Return for 200 copper and 8000 experience. And that is that. --------------------------------------------------------------------------Go up, then right, then up to get to the slave auction. Once there talk

to the woman named Trist (x 2430 y 660). --------------------------------------------------------------------------NPC: Trist (doesn't join) Stats: HP 10/10 AC 10 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Trist needs a mercenary to help her out. Since you've been helping people for money lately, that would be you. She tells you that her husband's financial dealings before his death have left her in debt. However, she believes that debt was already paid, but doesn't have the documents to prove it. She needs you to find that missing loan document to prove her innocence to set her free. (she complains about the air in the Lower Ward) *ALIGNMENT*: Asking "what's in it for me" makes you more CHAOTIC. Saying "Truth: you've been found guilty" makes you more LAWFUL. Tell her that you will help out. Now pump her for information. Learn the lender's name, Byron Pikit, and about his associate Lenny. She also tells you to talk to Deran the auctioneer once you get the documents. With an INT of 12 or more, you can suggest that Byron stole the documents to get Trist to pay the loan twice. (no real effect there) --------------------------------------------------------------------------You could talk to Deran right now, but it won't help at the moment. So, let us find Byron Pikit. He is standing just south of where the Thokola are (or were, if you got them killed) at (x 1650 y 1930). --------------------------------------------------------------------------NPC: Byron Pikit (doesn't join) Stats: HP 33/33 AC 8 THAC0 16 Str 11 Dex 11 Con 12 Int 15 Wis 12 Cha 15

You could try convincing Byron that you need a loan, but he won't believe you. Ask him some Questions, namely about Trist. Say that you are looking for her missing documents and that the Mercykillers could have missed something. With an INT of 12 or more you can point out that someone could have destroyed the documents to make Trist pay the loan twice. This is worth 1000 experience and pisses Byron off. Ask why he would sell Trist into slavery, then bid him farewell. Note: Do NOT tell Byron that you "intend to find the proof" as you won't be able to talk to him again if you do. Note: If you do say that you "intend to find the proof", you can ask Byron about Trist first, then say you had some other questions and he anwsers them willingly enough. (from Tanatie) Talk to Byron again, this time ask about the area. Ask about the Lower Ward, and ask why he is there. Follow this up through his thieves dialogue. Ask for training and you get 2000 experience and Byron tells you about Lenny. --------------------------------------------------------------------------Time to talk to Lenny. Drop down, then right and you'll find him standing all alone (x 2850 y 2370).

-------------------------------------------------------------------------NPC: Lenny (doesn't join) Stats: HP 32/32 AC 4 THAC0 16 Str 10 Dex 18 Con 11 Int 14 Wis 10 Cha 11

Talk to Lenny and tell him that Byron Pikit sent you. Tell him that you want the papers that he stole from Trist. This makes him VERY uncomfortable. At this point you can Smile Wickedly, Truth, or Bluff him. Of the three, I'd Smile Wickedly. *ALIGNMENT*: Saying "TRUTH, I'll kill you" makes you more EVIL. Saying "BLUFF, I'll kill you" makes you more CHAOTIC. For saying that you think he's lying about the papers you get 1000 exp. Of course, then Lenny tries to bolt. If your DEX is 12 or higher you can grab him before he gets away. (don't tell him "hand them over", or you'll end out getting a lesser option later) Ask him why he kept the papers, and he mentions that he did so he could "turn stag" on Pikit. Tell him that Pikit is NOT your boss, and that you want to get the papers. He tells you that the Warehouse where he stuffed the papers is experiencing "problems". Tell him that you will look into this yourself and he'll give you 4000 experience and tell you how to get the Papers and some Evidence against Pikit. The two key commands are: "I'm here for a loan" -- Trist's Papers "I gave Pikit the laugh" -- Evidence Then have him train you as a thief. You get 2500 experience, various thieving bonuses and the Punch Daggers of Zar'Anun. This works ONLY if you have not stolen the Punch Daggers from him. Note: The thieving bonuses he gives you is a bug - what he gives you there was only supposed to be given if his training was the first time you'd -ever- been trained as a thief (and all thief trainers will give you the same bonuses upon that initial training). He will no longer give you the skill bonuses if you've ever been a thief before. If you have him switch you back to thief, though, he will still give you the Punch Daggers. [from Qwinn] -------------------------------------------------------------------------Go up to the Warehouse (x 2900 y 650), the building just right of the auction block. Talk to the floating head here, and tell him that you want to claim something, and that you want to "give Pikit the laugh." This gets you both the Loan Documents and the Evidence. Also if you have an INT or WIS of 15 or higher you can pick up a bag of coins (if you guess 1123 coins). We now have enough to free Trist. Exit the warehouse and go left and talk to Deran (x 2300 y 770). Ask him about Trist, and then show him the Loan Documents. This is worth 4000 experience. Now talk to Trist and tell her that you were happy to help. She'll give you an additional 4000 exp and 1000 copper. Now to get Byron Pikit thrown in the big house. Enter the market (x 1750 y 1600). Area: AR0504, The Lower Ward Market

Treasure: - Charm of Infinite Recall Clipped Copper

(x 700 y 1100, locked)

Find the woman named Karina (x 1140 y 930) and talk to her. Keep talking to her until you get the option to say "you like to talk a lot." Tell her that you don't think she's a bad person for 2000 experience, she asks for your name and says farewell. *ALIGNMENT*: Telling her that you think she isn't a bad person makes you more GOOD. Saying "well I can understand why" makes you more CHAOTIC. Telling her your name is Adahn makes you more CHAOTIC (and increments the Adahn counter). Go up to the Harmonium Guard, Corvus (x 730 y 420) and talk to him. First try to see what he is looking at, then tell him her name. Tell him that she is lonely to get 2000 experience. You can talk to Karina again to get another 500 xp. *ALIGNMENT*: Doing that makes you more GOOD. Telling him about "all her suitors" makes you more CHAOTIC. You now have a friend in the Harmonium! Now ask him about Byron Pikit and give him the Evidence. This is worth 2000 experience and gets Pikit arrested. Now talk to Lazlo in the right corner (x 1300 y 1020). Talk to him about the Ward, Portals and why he's nervous. He'll mention the Siege Tower. Talk to him until you learn that the way to get in is to not WANT to get in. Once you've got that, bid him farewell. You can now enter the Siege Tower. (which we'll do in a moment) Note: With Lazlo if you start asking about the city of Sigil it brings up an option to ask about the lady of pain. This brings back a memory that is worth 500xp. (from g money ness) Exit the market, and drop down to (x 1100 y 3000) and enter that building. Area: AR0505, The Failed Store Treasures: - Charm of Infinite Recall

(x 500 y 500, locked)

Talk to Miccah with Morte in the party, and take the conversation to a natural conclusion. She'll start arguing with her husband, allowing Morte to learn some new Taunts. You can also buy from them if you wish. Exit the store. Now head right several buildings (x 3100 y 2800) and enter. Area: AR0506, Tomb Maker Treasures: - Silver Bracelet - 4 Bandages - 27 Copper

(x 320 y 340) (x 750 y 475) (x 600 y 350)

First talk to Dimtree, and you'll learn that he's a zombie. He asks that you find his master and get him released from service. Agree to help him. *ALIGNMENT*: Helping Dimtree makes you more GOOD.

Now talk to Hamrys. Note: If you didn't tell Sere that you "did not crawl out of a crypt" and have her tell you about Hamrys, you won't be able to get all the dialogue options with him. --------------------------------------------------------------------------NPC: Hamrys (doesn't join) Stats: HP 37/37 AC 8 THAC0 15 Str 16 Dex 12 Con 12 Int 10 Wis 10 Cha 9

Hamrys asks your name, you can reply either Adahn or that you don't know. *ALIGNMENT*: As always, saying that you are Adahn makes you more CHAOTIC, and increases the likelihood that Adahn actually appears in the Smoldering Corpse Bar. Ask about your Journal and Hamrys will start reading from his. Ask him about his father disappearing and you can recover a memory that is worth 500 experience. Ask about his father, and how he disappeared, then ask about plans for the tomb. Describe the tomb for him, and he'll tell you that the plans are in the warehouse. Go to the warehouse and talk to the floating head. Ask him for the tomb plans and he'll give them to you. Return to Hamrys. Tell him that you got the plans and you'll get another 2000 experience. INFINITE EXP BUG: Talk to Hamrys again and he'll give you the 2000 exp again and again. In fact, he'll keep giving it until you retrieve the Coffin Pillow. If you really want to take advantage of this, leave your mouse over Hamrys, click, press 1,2 quickly, then click again. Repeat. This one works whether you have the patch or not. This was fixed by most fixpacks out there, including my own. [from Qwinn] --------------------------------------------------------------------------Now to deal with the Dimtree situation. Leave the building, and head back to Sebastian. Ask him to release Dimtree, and he'll wonder if Hamrys put you up to it. Since he didn't, it's an easy question to answer. Tell him that you could release Dimtree yourself. *ALIGNMENT*: If you say 'Truth: "I understand your dilemma and agree with you. Could I release him instead?"' you become more LAWFUL. The other TRUTH leads to a CHAOTIC alignment. He then describes how you could free Dimtree, while pretending that he isn't in fact doing it. For this you get 4000 experience. Return to Dimtree and release him. This is also worth 4000 experience. Now to hit the siege tower. Head up to where you killed Grosuk (x 3540 y 1630) and a dialogue will pop up. Suppress all desire to enter the Tower and you'll open the Portal in. Go inside. Area: AR0501, Siege Tower

The only thing to do here is to talk to the giant metal man, Coaxmetal. -------------------------------------------------------------------------NPC: Coaxmetal (doesn't join) Greet the giant golem, and ask it WHAT it is. Follow that up by asking what his purpose is. Ask if Forging Weapons is its purpose. At this point if you ask if he can do anything with your weapons, it opens up his store. Ask first who it makes the weapons for, and he mentions Entropy. Follow this line for a moment. When you get the option, say this: "So you're saying immortality is just a different kind of death?" Then ask if he can make a weapon to kill an immortal and follow that line for a moment. Ask "what if enemy strikes from the shadows" and follow this line until he offers to make a weapon that can kill YOU. This is worth 10,000 experience. You get the Blade of the Immortal. He also mentions that you can't use it here, only in some place outside of the normal flow of the multiverse. *ALIGNMENT*: Saying Truth: "Except the death you seem to offer is violent and senseless -- without meaning." is LAWFUL. The other Truth is CHAOTIC. If you say his method's are NEVER necessary you become more GOOD. -------------------------------------------------------------------------Head back to Pharod's. Area: AR0110, Pharod's Pharod is now quite dead. Search him to get his Crutch and the Bronze Sphere. Walk left to the giant Arch (x 1600 y 600), and you can now teleport here, the crutch is the key. This takes you to AR0105. Area: AR0105, Pharod's Secret Treasure Room Treasure: - Scroll of Chromatic Orb - Scroll of Magic Missile - Blood Charm Blood Fly Charm - 45 Copper Commons - Scroll of Swarm Curse - Jar of Embalming Fluid 3 Needle and Thread 7 Bandages - Angle-Less Eye - Stinger Earring - Cheese

(x 910 y 675) (x 910 y 610) (x 1280 y 400) (x 660 y 1350) (x 635 y 1220) (x 2750 y 1580) (x 3585 y 2215) (x 3180 y 2175)

To get out, go to the lowest level, then left to (x 1300 y 2170). There is a small arch under the walkway, go there to activate the portal back to AR0110. QUEST: Kill Vorten [from Qwinn] Once you have the anarchist password (either by becoming an actual Anarchist, or by selling your petrified Lim-lim to Giltspur), you can get a quest from Leena to kill a Harmonium Officer named Vorten in the Lower Ward (this is the only journal quest that is completely missing from your walkthrough, I think). Note that without my Fixpack, due to a bug, if you talk to Conall before you talk to Leena, that

can permanently cut off Leena's quest, so either use my Fixpack or make sure to talk to Leena first. Anyways, you can then go and kill Vorten for her (8000 xp), or you can tell your old Harmonium buddy Corvus in the Lower Ward Market about it. Corvus may not be willing to listen to you if you haven't previously helped him with Karina, but if you have, he'll take you seriously. Without my Fixpack, this will only get you 2000 xp, and nothing ever seems to come of it. The Anarchists won't seem disturbed at all, and it does not affect your relationship with them. With the Fixpack, if you report the murder plot to Corvus, you will be evicted from the Anarchists (if you belonged to them), Scofflaw Penn will no longer speak with you and the three Anarchists in the warehouse will no longer be there afterwards. However, much later, in Curst in Carceri, if you "turned stag" on the Anarchists via this method (whether you ever formally joined them or not), Ebb Creakknees will be aware of it, and your encounter there with him will make a LOT more sense than it does without these fixes (in a positive manner). Time to move on to the Clerk's Ward. (don't worry, we'll get to the Foundry eventually) ------------------------------------------------------------------------------9. [THCLRK] The Clerk's Ward ------------------------------------------------------------------------------Area: AR0600, Clerk's Ward Let's get that password for the Decanter of Endless Water first, so that we can awaken Ignus. Drop down to the exterior bar and talk to Nemelle (x 380 y 2590). --------------------------------------------------------------------------NPC: Nemelle (doesn't join) Stats: HP 4/4 AC 0 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Ask her first for the command word to the Decanter, and she'll give it to you. Then ask her if she is looking for someone, and she'll reply in the affirmative, she is looking for Aelwyn. *ALIGNMENT*: Offering to find her friend makes you more GOOD. Offering to do it for a price makes you more EVIL. Now go over to the right, to the next exterior bar and talk to Aelwyn (x 3615 y 2450). Tell her that Nemelle is looking for her, and she'll tell you to go back and talk to Nemelle again. Agree to do so. *ALIGNMENT*: That makes you more GOOD. Asking a price makes you more EVIL. Return to Nemelle and tell her the good news. She wants to reward you, and you get 8000 Exp and:

PERMANENT +3 MAX HP *ALIGNMENT*: If you are modest and say that you don't need a reward, you are more GOOD. (and she rewards you anyway) --------------------------------------------------------------------------Since we have the Word for the Decanter, back to the Smoldering Corpse. Area: AR0402, Smoldering Corpse Bar Go up and talk to the burning man, Ignus. --------------------------------------------------------------------------NPC: Ignus (joins) Stats: HP 28/42 AC 5 THAC0 18 Str 13 Dex 16 Con 20 Int 19 Wis 8 Cha 3

Use your Decanter of Endless Water on Ignus (only works if you got the Word from Nemelle) and you'll get 5000 experience. When it's done, Ignus joins up and says "I know you..." You now have another Mage, this one a Fire Mage (he's also immune to all forms of fire). I'd have Dak'kon switch you over to a mage, then talk to Ignus again. If you swapped stories with Reekwind, and learned about Ignus, ask him who *taught* Ignus, this is worth 10,000 experience. (Oh, and YOU taught Ignus) Ask him if he is SURE that it was you, then keep asking about yourself to recover a memory. This memory tells you quite a lot about your past relationship with Ignus (supplicant) and is worth another 10,000 experience. (on a sidenote, NEVER call Ignus "supplicant") Note: Actually, depending on which of a few identical dialogue paths you took, you'd get either 6,000xp or 10,000xp. I standardized them all to 8,000. [from Qwinn] When you try to ask him more questions, he gets quite enraged at you. With a 16 INT or 11 CHA you can convince him that all you want to talk about are flames and burning (1500 exp). Ask Ignus to teach you, but you must be willing to suffer. You'll have to repeat yourself, but he'll teach you. The first lesson costs you -1 to MAX HP and gets you +3% fire resistance 6000 experience Item: Ignus' Charm (spell, Seeking Flames) Tell him you wish to learn more, and have him teach you again. The second lesson costs you: -3 to MAX HP and gets you +5% fire resistance 12,000 experience Item: Ignus' Hand (spell, Infernal Orb)

Next Ignus will need to burn your eye. Not the removable one, the "good" one. Give Ignus the Eye, which costs you: -2 to MAX HP and gets you +3% fire resistance 12,000 experience Item: Ignus' Eye (spell, Ignus' Terror) In order to go any further, you need to have gotten the intestines from Marta in the Buried Village. Give Ignus the Intestines. This time you don't get hurt at all. You get: 24,000 experience Item: Ignus' Innards (spell, Infernal Shield) *ALIGNMENT*: If you apologize to Ignus for your past mistreatment of him, you become more GOOD. (still, don't call him Supplicant) Personally, I'd ditch Ignus here. You don't really need another Mage (Dak'kon is quite sufficient), and he's kinda annoying. --------------------------------------------------------------------------Back to the Clerk's Ward. Area: AR0600, Clerk's Ward There's quite a number of other thing's to do here, however, we're going into the Brothel for Slating Intellectual Lusts (x 1500 y 1500) now. Area: AR0605, Brothel for Slating Intellectual Lusts Treasures: - 96 Copper (x 2000 y 1500) Handkerchief Love Letter - Silver Ring (x 2240 y 1250) - Handkerchief (x 2300 y 1200) - Gold Earring (x 2500 y 1180) - 46 Copper (x 2700 y 1000) - Handkerchief (x 2685 y 850) - 27 Copper (x 2245 y 400) - Silver Earring (x 1900 y 215) - 12 Copper (x 1730 y 200) - Handkerchief (x 815 y 320) Silver Bracelet - Gold Earring (x 790 y 350) - 102 Copper (x 600 y 430) - Copper Earring (x 450 y 820) - Handkerchief (x 270 y 780) 3 Copper - 233 Copper (x 150 y 830) - Gold Ring (x 450 y 1200) - 1 Copper (x 720 y 1520) Finam's Book - Gold Earring (x 1100 y 240) 43 Copper

Go up and talk to the winged Succubus, Fall-from-Grace. --------------------------------------------------------------------------NPC: Fall-From-Grace (joins) Stats: HP 28/42 AC 2 THAC0 16 Str 13 Dex 16 Con 16 Int 16 Wis 16 Cha 19

Greet Fall-From-Grace and she'll say that you must be new to Sigil. Ask about the Brothel and she'll give you the little speech about her mission with the Brothel. Ask why she founded the Brothel. Also ask about the Sensates if it comes up. You can also ask about her wings to learn that she is in fact, a Succubus. Then ask if she can help you and follow this conversation to its end. Next ask if she will join you on your travels. Tell her "You mean you wouldn't be interested in traveling with an immortal amnesiac who is searching the Planes for himself?" that gets her excited. She tells you to talk to the TEN students of the Brothel and return with your thoughts. Go talk to the 9 students of the Brothel and return to Grace. (you can see more about the students below) If you have an INT of 15 or a WIS of at least 14 you can tell her that you are the tenth student. If you don't have either of those stats there are two more options. Go to the secret door in the back of the brothel (x 1350 y 100), once down there, look at all 10 stones, and return. Or enter the first room on the left (x 800 y 1500) and talk to the Armoire. Then return to Grace. Pretty much anything you say after this gets her to join and gets you 20,000 experience. Talk to Grace again. Ask about your companions, and Morte in particular. She mentions his Baatorian smell and some info about Mimirs. She doesn't believe that he is really a Mimir (which is what he claims that he is). There are other things you can say to Grace, but nothing terribly important (although you can learn about her background). Also, you might want to talk to her about Ravel and learn what she has to say. --------------------------------------------------------------------------Now talk to Morte. --------------------------------------------------------------------------NPC: Morte (already joined) Ask Morte if he is indeed a Mimir, then accuse him of lying (after all, Grace didn't think he was a Mimir). Mention his Baatorian smell. Continue pestering him about this (12,000 experience) until he cracks and admits the truth. He tells you that he was on a pillar of skulls but that someone pulled him off. If you have a WIS of 14 you can say that it was YOU that pulled him off. *ALIGNMENT*: If you tell him that being sentenced to Hell is worse than lying you become more LAWFUL. He explains how you struck a deal with him, when you get a memory. (12,000 experience) The memory explains how you and Morte met. Then Morte tells you that once off the Pillar, he lost all his memories, which leads to another memory.

Follow this conversation thread. Ask him why he stayed with you, then mention that he must feel Guilty. Follow this to its conclusion and you'll get Morte upgraded (12,000 experience): Permanent +4 STR for Morte Permanent +2 DEX for Morte Permanent +2 CON for Morte --------------------------------------------------------------------------Now to deal with the Brothel Patrons more in depth. We'll deal with them in a clockwise manner. Let's start with the talking Armoire, Luis. (x 800 y 1500) Ask him whatever questions you can, just don't bother demanding anything from him. You'll need to get back to him later. Next room, (x 500 y 1330) talk to Juliette. --------------------------------------------------------------------------NPC: Juliette (doesn't join) Stats: HP 4/4 AC 8 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Juliette is sad. You can offer to spice up her life a bit, but that doesn't help her. Her relationship just isn't working out. When you get the option to suggest some solutions, suggest some fake love letters. She wants you to makes some letters. Since you aren't exactly into that sort of thing, you'll have to outsource it. Agree to help her. Go back to the Lower Ward and visit Scofflaw Penn. Talk to him, ask him some questions, and ask him for a Love Letter. He wants 100 copper for it. With a CHA of 16 or more you can get a discount to 75 copper. Alternatively: Find the Love Letters in Yves Room and use those. (x 2000 y 1500) Take the Love Letter and go. Go to the Clerk's Ward, and enter the Festhall (x 3000 y 800). Go up and talk to Montague (x 1890 y 600). Talk to Montague about Juliette and tell him that she is having an affair. As proof, show him the letter. At this point, he becomes despondent and is quite willing to let her go. Tell him that it was all a ruse and explain that she wanted him to be more passionate (5000 experience). Tell him that turnabout is fair play, and that he should pretend to be bored with the relationship (another 5000 experience). Return to Juliette and tell her the news. (10,000 experience) She'll answer your questions now, so be sure to ask about everything you can. --------------------------------------------------------------------------Next talk to Vivian (x 1400 y 1325, or in the left hallway). Vivian is missing her personal "scent" and needs you to find it for her. Offer to help her find it. *ALIGNMENT*: Asking for a reward makes you more EVIL. We'll have to keep our eyes... er... nose open for her scent. Up to the next room, and the next prostitute, Nenny Nine-Eyes (x 300 y 950). --------------------------------------------------------------------------

NPC: Nenny (doesn't join) Stats: HP 4/4 AC 8 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Nenny seems quite shocked by your scarred appearance. She then realizes that you have tattoos as well. Let her touch you. Tell her that you can't do much about the scars, and that your wounds are not the physical variety. She offers to help, accept and let her touch you again. She heals you by 1 HP. Time to ask some questions. Ask about Vivian's scent, and tell her that it isn't bad to point out a thief. Tell her to TRY to say something not nice, and tell her that she wasn't very convincing. Then get her to practice being angry at YOU. Then give her some helpful advice (such as hitting you). Let her get through her rage for 5000 experience. Ask again about Vivian's scent and she'll tell you to ask Marissa about it. If you ask about Ravel, she'll tell you to talk to Yves. -------------------------------------------------------------------------Go to the next room up, and talk to Ecco. Not much you can do with her right now. In the middle of the Brothel you'll find Dolora (usually). --------------------------------------------------------------------------NPC: Dolora (doesn't join) Stats: HP 4/4 AC 8 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

She needs you to talk to a Merriman in the Festhall before she'll answer your questions. Agree to help her. *ALIGNMENT*: As always, demanding a price makes you more EVIL. Agreeing to find Merriman without a reward makes you more GOOD. Go to the Festhall. You'll find Merriman in the passages to the right somewhere (he wanders). Talk to him. Ask about Dolora, and he'll tell you that the Keys to her Heart are literal, she's a construct. What he wants is something that will allow him to forget. Go right to the doors (x 3550 y 1250) that lead to the dorms. There find Unfulfilled Desire (x 445 y 1175) and talk with her. When you tell her a desire, she steals it, so your safest thing to desire is HER. Leave the Festhall and go down to the mage at the left bar (x 460 y 2475). He wants to stop drinking, so tell him to go visit with Unfulfilled Desire. This is worth 10,000 exp and you get his mug. Now go to the museum (x 2025 y 2460). Look at the sculpture (x 410 y 510) and capture one of the "birds" in the mug. Talk to Yvana about the pieces, and the Dark Birds of Ocanthus. You'll learn that it wipes out memories. Return to Merriman and have him drink the forgetful brew. (12,000 experience) He then gives you the Keys. Return with the Keys to her Heart for 30,000 experience. If you demanded a reward from her earlier she'll give you a couple silver bracelets. Dolora has 2 other features. Talk to her again and ask how she can serve you. She will debate you, or play a game. Whether you win the debate is based on your INT. If your INT is 16 or 17 then while debating you get a

recovered memory (3000 experience) although you still lose the debate. If your INT is 18 or higher the memory is worth 5000 experience and you beat her debating. If you want to play a Game with Dolora, she picks the game, and again how well you perform is based on your INT. Again with a 16 or 17 INT you recover a 3000 experience memory, and still lose the game. With 18 INT or greater you get a 5000 experience memory and you win. Ask about the Silent Prostitute to learn that her voice was stolen. --------------------------------------------------------------------------Up to the next room (x 580 y 560) and talk to Ecco. --------------------------------------------------------------------------NPC: Ecco (doesn't join) Stats: HP 4/4 AC 8 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

If you've learned from Dolora that Ecco's voice was stolen, you can ask if it was, then VOW to help her get her voice back. *ALIGNMENT*: That vow makes you more LAWFUL and GOOD. Asking a price to return her voice makes you more EVIL. Leave the Brothel and go to Vrischika's shop (x 3000 y 3060). Once there buy the Fiend's Tongue (66 copper). Also look at the Deva's Tears, but don't buy them yet. Return to Ecco. Give her the Fiend's Tongue, which produces some interesting results. Tell Ecco about the Deva's Tears and that they're expensive. She'll give you a 1000 copper promissory note. Go back to the shop and get the Deva's Tears. Return to Ecco and give her the Tears (30,000 experience). Once her voice is back she can answer your questions. Be sure to ask about Ravel and she'll tell you that Kessai-Serris is a child of Ravel. ALTERNATIVELY: [from Qwinn] Actually, there's a more profitable way to go about this. Buy the Deva's Tears at the same time as you get the Fiend's Tongue, and you'll get them at a much reduced price (100). Vrischika, fiend that she is, jacks up the price after the tongue has done its damage. You should still be able to get Ecco to compensate you for the full 1000 copper price after you've cured her, though. (Alignment hits may apply, but nothing drastic) --------------------------------------------------------------------------Go back to Dolora and ask if Kessai-Serris is REALLY the daughter of Ravel. She tells you to talk to Juliette. Do so. Juliette tells you that Kessai and Kimasxi are half-sisters, so Kimasxi may know more. Go up to the room at the top right (x 2050 y 330) and talk to Marissa. Talk to her until you learn that her veil is missing as well. Talk to Nenny about the Veil and she'll say that Kimasxi might have taken it. Time to talk to Kimasxi (x 2500 y 1340). --------------------------------------------------------------------------NPC: Kimasxi Adder-Tongue (doesn't join) Stats: HP 4/4 AC 8 THAC0 20 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Kimasxi likes to say that she is a practitioner of abuse, and that is fairly accurate. Once you start talking to her, let Morte argue with her for a moment, and when you get the option, have her train him to be more abusive. Once that's done Morte gets some new Taunts. To get her to answer questions, first you must be a bit abusive to her, then she'll relent. Ask if she is related to Kesai-Serris (and that Ravel is Kessai's mother) and she'll tell you to ask her father. (or more accurately, have Kessai ask her father) You'll probably have to ask this again after talking to Kessai-Serris. Next ask about Marissa's veil, and it is fairly obvious that she took it. However, someone stole it from her. --------------------------------------------------------------------------Back to Nenny and ask her who has been stealing from Kimasxi. Nenny says that she saw a MAN taking things from her room. But that she never once saw the man leave. Now who does that sound like.... Go talk to Luis the Armoire. Accuse him of stealing the Veil from Kimasxi and he gets indignant. Guess you're just going to have to take it from him. If you have a DEX of 16 you can swipe it from him quickly. If you don't have that, but have a 16 STR then you can muscle the drawer open and get it. And if all else fails, beg and whine. Beg and whine. Beg and whine. Eventually he gets bored enough to let his guard done. Get the veil. First take the veil to Vivian. She pulls her scent out of the veil. For this you get 25,000 experience and Marissa's veil. Then she offers to reward her, approach her and get your reward: Permanent CHARISMA +1 Now take the veil to Marissa for your reward there. 25,000 experience. If you ask for a reward you get a Gold Bracelet. *ALIGNMENT*: Asking for a reward from Marissa makes you more EVIL. Not asking for a reward makes you more GOOD. If you have a Lim Lim on hand, you can have her turn it to stone (provided you figured out that she is a Medusa). What good does this do? Well you can sell a stone Lim Lim to Giltspur (he'll give you a password for the Anarchists in the Warehouse, or 75 copper). Otherwise I see no point in petrifying the poor creature. Note: Because of a bug you will only be able to get Marissa to turn your Lim-Lim to stone if when Marissa says: "Hmm... describe yourself for me." you respond with: "You first, Marissa." If you do that instead of the "Truth:" or "Lie:" option there, you should be able to ask her about petrifying your Lim-Lim once she gets her veil back. If you've already gone through this dialog with her another way, it's too late and will not work. (from Platter)

This bug is fixed in Qwinn's fixpack. Last room, talk to Yves (x 2030 y 1590). At this point we don't need any of the information Yves can teach you. Talk to her about Yvana, her mother to learn that they aren't speaking to each other. (You can reunite them, but it doesn't get you anything) Then you can trade tales. Each tale you tell her gets you one in return, as well as 500 exp. Here are the tales you can tell: The The The The The The The The Story Story Story Story Story Story Story Story of of of of of of of of waking up in the Mortuary the Alley of Lingering Sighs the Silent King the Dreambuilder Reekwind's Curse the Alley of Dangerous Angles Pharod Ignus

Also your companions can share tales: Morte Annah Dak'kon Finally, there is Kessai-Serris herself. Actually there is no good reason to talk to her yet (except for clearing the Grace quest above), at least until we get the Portal. We'll be back for her soon enough. Leave the Brothel. Area: AR0600, Clerk's Ward Go up to the clothes shop and talk to Malmaner (x 970 y 780). --------------------------------------------------------------------------NPC: Malmaner (doesn't join) Malmaner wants you to go in the shop and fetch him some clothes, a costume if you will. Say that you'll do it, but not for free and he'll give you 10 copper. *ALIGNMENT*: Taking the money has no effect on alignment, however, taking the money and LEAVING makes you more EVIL. Later when you give him the costumes, if you lie you become more CHAOTIC. Go inside and talk to Gonclaves. He won't listen to you at first, so wait quietly until he does. (then wait some more) Ask him for a Dustman costume, pay the 30 copper, and leave. Return to Malmaner and give him the costume. He gives you 30 copper and 8000 experience. Tell him that many people are already going as Dustmen, and he'll want a new costume. Tell him once more that this will cost him and he throws 20 copper at you. Go back in, buy the new costume for 50 copper and leave again. Return with the second costume to get 50 copper and 6000 experience. And with that, Malmaner leaves forever. ---------------------------------------------------------------------------

I'd also be sure to upgrade Annah and Grace's armor in the clothes store. And no one ever said you had to BUY the armor... Annah should be able to steal it. Find Jolmi's Messenger (x 1650 y 1880) and talk to him. He is looking for the man who can't die. That's you. He tells you to go to the Festhall. *ALIGNMENT*: Lying makes you more CHAOTIC, telling the truth more LAWFUL. Go right over to the Festhall, and talk to Salabesh the Onyx (x 2660 y 780). Ask him about Reekwind to learn that it was Jumble Murdersense who cursed him. Also talk to him until you learn that he wants to be the future mage-tutor, and learn the name Lady Thorncombe. Enter the Festhall. Area: AR0601, The Civic Festhall and Sensorium Treasures: - Scroll of Force Missiles

(x 1180 y 340)

Since Jolmi wanted to see you so badly, I suggest you talk to her first. What she wants is to murder you. Say "sure" and depending on your CHA, you will be paid for the privilege of dying. CHA 12 or less -- 1000 copper CHA 13 to 15 -- 1500 CHA 16 or more -- 2000 She kills you, is disappointed, and you get your money. Next find and talk to Jumble Murdersense (he moves around, but should be near the main room). Ask him about Reekwind, then ask him to remove the curse. You're going to have to threaten him here. *ALIGNMENT*: Truth in this case makes you more EVIL, Bluff makes you more CHAOTIC. Pick your poison. Instead of removing Reekwind's curse, you end out cursed yourself. Typical. Time to leave. Go outside and talk to Salabesh about your curse. Although he can't remove your curse, perhaps he could teach you a curse to place on Jumble. You could pay him, however, you're better off just insulting his cursing abilities. He teaches you the curse. Go back inside and talk to Jumble again. Throw the curse at him and he loses all ability to speak. After a while he'll remove your curse (10,000 experience) in exchange for you removing his. Ask him to remove Reekwind's curse for another 1000 experience. Return to the Hive and talk to Reekwind for another 5000 experience, and any story that he hasn't already told you. Return to the Festhall. Time to join up with the Sensates. Talk to the big guy near the entrance, Splinter. Ask how you might buy something from the Vaults and he tells you that you need to become a Sensate to do that. With a 16 CHR you can BLUFF him into believing that you already are a Sensate (no ALIGNMENT change here). Or you can join up with the Sensates. First you must give up any Faction you are already a member of, then you must give them several sensations to record. Joining up is worth 10,000 experience. Next ask him about Ravel, and he tells you to take it up with Quell in the Private Sensoriums. Later we'll want to hit both the Public and Private Sensoriums, but not right now. Note: Sensates get the Sensory Touch special ability. What it does is

transfer HP's from you to your target. A decent way to heal your party. Talk to Mertwyn the Headless and learn that he is missing his head. Go back outside. Go down near the Curiosity Shop, and just to the left you'll find the Thug Boss (x 1950 y 3650). Talk him into fighting you, then search his body for the Steel Box. Have the Nameless One talk to the box and agree to return him to his body. Back to the Festhall, and talk to Mertwyn again. Return the head to the body for 8000 exp and 200 copper. Alternatively: First, place Annah some distance away as she'll provoke the thug boss to a fight. Tell him to calm down and ask him what's in the box. He'll offer to sell it to you for 100 copper commons, but don't buy it. Ask him where it's from, then follow the conversation by asking if he got the head from Mertwyn. At which point he'll become angry and you can offer to challenge him to a contest for the box. The challenge is to allow him to plunge his axe into you to see if you'll live. To soothe him, say: 'are you worried that I'm some sort of immortal being that your axe can't hurt? Just look at me.' You get 1000xp, and the box containing Mertwyn's head. (from Goh Jun Hian) *ALIGNMENT*: Agreeing to help Mertywn find his body makes you more GOOD. Wanting a reward to do it makes you more EVIL. Go up to the room just right of the throne, and talk to Qui-Sai (x 2140 y 640). --------------------------------------------------------------------------NPC: Qui-Sai (doesn't join) Stats: HP 60/60 AC 1 THAC0 14 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Talking with Qui-Sai, at first, is like talking to a statue. Touch him. Then try to strike him, and he'll come alive to ask why you would do that. Tell him that you just wanted to see if he was a statue. *ALIGNMENT*: If you say "Serves you right" then "Too bad" you become more EVIL. Apologize then try to ask some questions. He'll ignore you for a time, so be patient and wait. When he responds again, ask him about himself. Specifically ask what he is meditating about, and learn about the Way of the Stone. Ask to learn about the Way of the Stone and he'll attempt to teach it to you. You need a WIS of at least 16 to learn the Way of the Stone, which is worth: PERMANENT +1 AC. (which actually lowers your AC) Ask more questions about him, and ask what he does here. He trains berks for combat. Ask to be trained and he wants you to break a stone for him. With 9 or greater STR you break it (how could you get less than 9 STR?). He then wants to know why you want to be trained. No matter what you say he tries to tell you that you don't need to be trained. Want to Defend Yourself? Well why not be a thief and steal their weapon? If you have 13 or higher INT you can tell him that the battle must STILL be fought. Following this, he comments that you could just hide. With an INT of 14

or higher you can forever. Finally this one requires 10,000 experience fighter's room (x

poke holes in that too saying that you can't hide he says that you could just blast your foes with magic, a 15 INT to refute. When all that is done you get and he'll agree to train you. He goes over to the 1950 y 1570).

Alternatively: What do you do if you don't have the INT for that conversation? Well it takes a little longer... After he first mentions Thievery as an alternative to fighting, you need to find the Festhall Thief Trainer, who is not in the Festhall. Leave. You'll find him over near the Brothel (x 2000 y 1520), his name is Eli Havelock. Talk to him about Qui-Sai to learn the answers (250 experience). Return with the answer, and he'll tell you that you could always hide. Tell him what Eli told you. Qui-Sai then goes on about Mages this time and you will need to find the Mage Trainer. Find Lady Thorncombe and talk to her. She is located in the Sensoriums (the public ones). Get her to tell you the answer to Qui-Sai's riddle for 250 experience. Return with the answer for your 10,000 experience and he will then train you. --------------------------------------------------------------------------Despite whichever method you used above with Qui-Sai, we need to get the other two trainers back to the Festhall. Go outside and talk to Eli Havelock. (x 2000 y 1520, near the Brothel) Ask him some questions, and he tries to get rid of you. Ask him why he is there and he lets slip that he is a thief trainer. Ask him if he can train you. At this point there are 2 options: 1. If you have a WIS of 14 or more you can talk him into training you ("Perhaps because by teaching others you make them aware of your own skill.") 2. Pay him 500 copper. With a CHR of 13 or more you can get him down to 300 copper. If you try to go with 200 copper first, it will take a 16 CHR to get him down to 300. Convince Eli to return to the Festhall to train once more for 12,000 experience. If you pickpocket him and fail, he might train you for +5 pickpocket (or he might get mad at you and threaten to attack, I've seen both). Of course, if your pickpocketing succeeds, you don't have to worry about it. Note: Actually, the failed pickpocket thing never worked prior to my Fixpack v3.0. It now will. Oh, and the threaten to attack thing is what happens if you fail to pickpocket him while he's still outside the Festhall, the skill bonus is what you get if you fail to pickpocket him in the Festhall. [from Qwinn] Go to the final training room, with all the mages, and find the mage who actually talks and learn that Lady Thorncombe is in the public sensorium. (x 3250 y 1950) One of the lectures is held by Ghysis the crooked. This name sounds familiar after you have examined the stained glasses in Vrischika's shop.

Ask him how he survived the Blood War, then mention what you learned from Vrischika to blackmail him for two Clot charms and one Blood fly charm and 200 coins. Ask him how you might survive the Blood War and how the fiends do their recruiting and you will get memories and 1,500 exp. (Nils) Note: If you see 2 text options with the "Recall the Memory" choose the lower one. *ALIGNMENT*: Blackmail is EVIL. Talk to Splinter and ask to go to the Public Sensorium. Area: AR0603, The Public Sensorium In order to use any of the Sensory Stones, you must first talk to one of the Sensates behind the counter. They'll tell you where to go. Then use the stone, get your experience and talk to them again to get to the next one. Each of the Sensory Stones has an odd name, such as Unavoidable Pain. Try to get to all of them. There are 7 "small" senses on the first list, each worth 750 exp. Ask if they have any more and you get another list of 7 small sense, again worth 750 exp each. From the second list ask if there are any more to get the list of the 6 "big" memories. Each of these are worth 1500 experience. The total experience from all 20 sensory stones here is 19500. Now find and talk to Lady Thorncombe (she wanders around). Ask if she is indeed the Lady Thorncombe, and tell her that the Mages-in-Training told you. (requires a 14 or better WIS) Pester her to train you and she'll tell you that she can't, because she is pretty well addicted to sensory stones. Time to play some hardball. Go outside the Festhall and talk to Salabash. Ask about him being the future mage-tutor, then tell him how Thorncombe is addicted to Sensory Stones. He sure liked that bit of news. Go back to Thorncombe and tell her the good news, that Salabash is going to replace her as mage-tutor. This convinces her to return to her duties, and you get 12,000 experience for you troubles. Now when you talk to her again in the training room, she will sell you spells. Exit, talk to Splinter and go to the Private Sensorium (you MUST be a Sensate to get there... or at least have bluffed Splinter into believing that you are). Area: AR0604, Private Sensorium Unlike the previous sensorium, this one doesn't require talking to anyone before you can use the stones. There are only 3 sensory stones here, anyway. We'll call them the Ravel Stone, the Paranoid Stone and the Deionarra Stone (and based on those names, you can probably guess their importance). Let's hit the Paranoid Stone first (x 267 y 515, the leftmost stone). As you get into the memory, you discover that this is the memory of one of your previous incarnations. And this one is completely insane. Talk to him for a bit. If you have an INT of 16 or more, you can point out that he has only trapped HIMSELF in the stone, then you WILL yourself out for 500 exp. (There are other ways out that don't give experience) Now for the Deionarra Stone (x 1050 y 320, the rightmost stone). Follow this memory until you learn about the Legacy she left for you with her father (2000 experience). She mentions it again and you get another 2000 experience. Follow it further, you'll intimate that you yourself made a

legacy (which would make two, one for her and one for you). Eventually you must end the memory, which is worth another 2000 experience. Finally the most important, the Ravel Stone (x 900 y 885). Follow the memory for a moment, and when the opportunity comes, try talking to the memory of Ravel. (6000 experience) Ask her any questions you can, and then end the memory. (before the patch this EXPERIENCE was infinite... you could do it as often as you wished, but the patch fixed that) One more thing left to do, go talk to Quell. Discover that he likes Sweet things. *ALIGNMENT*: If you eat his candy, you become more CHAOTIC. Leave the Festhall and venture to the Curiosity Shop, talk to Vrischika and buy the Chocolate Quasit (with her more fanciful items). Return to Quell and give him the candy for 8000 experience. Now ask him about Ravel. Ask how you might find her, and after a LOT of convincing, he'll tell you. All you need to open the portal (which he doesn't talk about) is a Piece of Ravel. Note: If you are a mage, Quell will also sell spells. (Christo) Return to the main level of the Festhall. Then go to the far right and enter the living area (x 3590 y 1285). Area: AR0602, Festhall Living Area Treasures: - Scroll of Chromatic Orb Identify Friends Blindness Shield Pacify - High Quality Stiletto 3 Needle & Thread Embalming Fluid - Bone Charm Corpse Fly Charm Charcoal Charm Knot Charm Cockroach Charm Thrice-blind Charm - 333 Copper - Scroll of Fire and Ice Dodecahedron Journal - 187 Copper - 28 Copper Silver Bracelet Silver Ring - 117 Copper - 34 Copper

(x 2310 y 815)

(x 2450 y 730) (x 2600 y 700)

(x 3425 y 875) (x 2800 y 700) (x 2080 y 380, locked) (x 960 y 450, locked) (x 850 y 500, locked) (x 160 y 1150, locked)

Go up and talk to the Clerk, and ask her what she means by "waiting for my return." She gives you a key that belonged to one of your previous incarnations. Warning: Do NOT ask to rest here until she gives you your key! If you rest first, you won't be able to get your key!

If you do ask to rest first, you can have Anna lockpick the cabinet. Go over to the right door (x 2275 y 1030), and open it. Gather all the treasures here (see above) then open the cabinet. Be sure to get the Dodecahedron. Go to your inventory and use the Dodecahedron. Begin fiddling with it. The first trap you should detect and avoid automatically. After that one you need 13 INT or greater to "keep working" at it. (or take a loss of 25 HP) Next you need an INT of 16 or more (5000 experience) to open it. But, of course, the journal is in an unknown language. Have to get to it later. Note: You can open the journal without the INT, but you will take 25 HP damage at each wrong turn. You still get the experience for opening it. Now to get the blasted thing translated. Head out of the Festhall, and down to Finam's House (x 2000 y 3400). Area: AR0706B, Finam's House Treasures: - Gold Bracelet - 2 Copper

(x 500 y 200, locked) (x 770 y 310)

Talk to Finam. Show him the Dodecahedron, and he'll say that he can't translate it, but that his notes were lost. Ask about the notes again and ask where he last had them. He'll say he left them in the Brothel. (You might already have gathered them, don't give it to him just yet) Then ask him about his murdered father. He keeps the ashes of his father on the mantle. Go over to the mantle, and click on the ashes. Use your Stories-Bones-Tell on the ashes. Ask him who he was, then ask about the Journal to get him to teach you the language. (8000 experience) This also brings up a memory. (4000 experience) You remember that it was YOU who murdered the linguist so that he couldn't teach the language to anyone else. *ALIGNMENT*: If you apologize to the ashes you become more GOOD. If you don't have the book, go up to the Brothel and get it, then talk to Finam and give it to him for 25,000 experience. Now that we can understand the journal, open it up again and read from it. (10,000 experience) Read everything there, especially about Ravel and the Legacy (giving you a code: 51-AA). Alternatively: Don't have Stories-Bones-Tell? Just use Fin's Notes to learn the language, although you get no EXP from it. Leave Finam's House, and go over to the Advocate's house to the left (x 840 y 2800). Area: AR0607, Deionarra's Father Go up and talk to the Advocate, Iannis-in-Mourning. --------------------------------------------------------------------------NPC: Iannis (doesn't join) He seems sad. Anyway, ask about what he does and he will mention

Legacies. Ask about YOUR Legacy and give him the code of 51-AA. Ask to see if the Legacy still exists, and he'll return with it. Ask to collect it for 8000 experience: 731 Copper Godsmen Receipt Kaleidoscopic Eye (casts Chromatic Orb) Stone Gullet of L'Phahl the Gross (permanent +1 save vs. poison, +15% res. to acid) He then tells you where the Godsmen are located. Next you get to ask some more questions. Ask him about Legacies again, and ask to collect on a young woman's legacy. The code is 687-KS. Turns out that Deionarra was his daughter. Small multiverse, eh? Tell him that you got the legacy from a sensory stone, and that it was intended for you. Then tell him to get the legacy and that it should answer his questions. He brings it (8000 exp and another 8000 exp): Note: The double xp reward here was a bug, I fixed it. [from Qwinn] A Letter from Deionarra "Healing Scroll" Wedding Ring Heart Charm *ALIGNMENT*: If you immediately show Iannis the legacy, you become more GOOD. If you demand that this is a PRIVATE matter you become more EVIL. He appears comforted by the legacy. Anyway, ask him about Deionarra, and about her being a Sensate. Mention that you found the Sensory Stone of her in there, and promise to try to find a way to let him in to use it. *ALIGNMENT*: Doing that is a GOOD thing to do. Also if you mention that you don't want to break the Sensate Laws, but will do it anyway, you become more LAWFUL AND GOOD. Asking for a price makes you more EVIL. Return to the Festhall, and convince Splinter to let Iannis view the Sensory Stone. Then go back and tell Iannis the good news for 8000 exp. If you were EVIL and demanded a reward, he will also give you: 500 Copper Clot Charm Maslow's Pyramid (Reduces Fatigue, Intoxication & Heals 9 HP, 33 charges) --------------------------------------------------------------------------Now's the time to get the Portal and the Key. Go back to the Brothel. Area: AR0605, Brothel for Slating Intellectual Lusts Talk to Kessai-Serris. No time to be diplomatic, ask her straight out if she is related to Ravel and she'll deny it. Go talk to Kimasxi about it. Ask if Kessai is related to Ravel, then mention that Kessai and Kimasxi are supposed to be half-sisters. She refers you to their shared father, a Cambion, and tells you to have Kessai ask him. Go back to Kessai. Tell her what Kimasxi told you, and then ask for a PIECE of her. All you require is a drop of blood on a handkerchief (convenient how there are so many of those around here). This is worth 40,000 experience.

We are now halfway to getting to Ravel. There are just a few more things to do in this general area. Head out to the Clerk's Ward, and enter the Curiosity Shop (x 3020 y 3050). Area: AR0609, The Curiousity Shop Here is a list of Vrischika's "exotic" items: Middle of the Store: Fiend's Tongue -- Used on Ecco, Brothel quests Gorgon Salve -- Used on Statue in the Museum "Metallic Cube" (Modron Cube) -- Used to enter the Modron Maze Monster Jug -- Creates a hostile Gehreleth at your feet Front of the Store: Baby Oil -- n/a Chocolate Quasit -- given to Quell in Private Sensorium Codex of the Inconceivable -- gives you 1000 exp Deva's Tears -- Used on Ecco's Fiend's Tongue Elixir of Horrific Separation -- Used on Alchemist 199 1000 100* 200 cost: ----66 100 1500 100

* Vrischika raises the price to 1000 copper after you've given the Fiend's Tongue to Ecco. It doesn't matter, as Ecco will then give you a promisary note worth 1000 copper, giving you the Tears for free. Back of the Store "Stained Lens" (Beer Goggles) 149 Yevrah's Ring -- +1 to AC 349 Rune-covered Ale Stein -- Alternate mug for holding the Styx ice 299 "Tattered Rag Doll" (Lady of Pain Doll) -- To get to Player's Maze 99 *ALIGNMENT*: Saying the "Joke:" or "Awwww..." option to the Lady of Pain Rag Doll is CHAOTIC. (from Platter) Once you've read the Codex of the Inconceivable once, you should sell it again. After purchasing all you can afford, time to leave. Head over to the Art and Curio Gallery (x 2020 y 2440) and enter. Go over to the statue at (x 830 y 580) and click it. Read the plaque and examine the statue. If you have a Forge Hammer you can break off a piece for 4000 experience. Talk to the curator about the statue, then return and use the Gorgon Salve to free him. Make sure that Morte is nearby so that he learns some New Taunts. You get 4000 exp and die. *ALIGNMENT*: Using the Salve is a CHAOTIC thing to do. As is breaking off a piece of the statue. Finally, the Gray Hag of Oinos painting (x 1060 y 420) gives a memory and 300 exp. (Nils) Time to head to the Godsmen's lair. Back to the Lower Ward, then enter their massive complex.

------------------------------------------------------------------------------9.1 [FNDRYF] Foundry of the Godsmen ------------------------------------------------------------------------------Area: AR0502, Foundry of the Godsmen Go around to the right, and find the Clerk, Nadilin (x 2900 y 2625). Ask to pick up an item, then give him the receipt you got from the Legacy. For this you get 40,000 experience and the Portal to Ravel's Maze. WARNING: Although you can now get to Ravel, I would recommend staying in Sigil a while longer, to finish up all the quests. Also, you need to pick up some gear for the Forge from Nadilin, which costs you 40 copper (although he adds it up to 50 copper). There are no alignment costs here. Note: You can pickpocket Nadilin for another receipt. Give that to him to receive the Justifier (hammer +2, increases regen). (from Aleksandar Savatic) Go left and up to the door. (x 2300 y 2000) Per the request of Colin McComb, original designer of the Foundry, my Fixpack makes some important changes to aggro within the Foundry. The Foundry always had two "alarm" levels, but they didn't work as intended. If you were to activate either alarm level, the entire Foundry would go permanently uncooperative or even hostile. It now works as intended: the first alarm level, which is set by annoying certain people within the Foundry, will cause people to stop cooperating with you and they will just tell you to leave. Leave the Foundry and come back in to make them cooperative again. The second Alarm level is more serious. It can happen if you directly threaten, or actually attack, a Godsman. You will actually have to leave the Foundry for at least 2 game days to get the Godsmen to cooperate again. That is, unless, you actually -killed- a Godsman in cold blood. Don't expect forgiveness for that, ever. [from Qwinn] Area: AR0503, Foundry of the Godsmen 2 Go in a diagonal up-right direction and talk to Keldor (x 1325 y 1050). Ask about the faction, then ask to join. If you are already a member of a faction, renounce it. He tells you that you will have 3 tasks, the first is to create a weapon. Return to the previous area. Area: AR0502, Foundry of the Godsmen Find and talk to Alissa first, and tell her that you need to use the forge. She'll give her blessing to it, and tell you that you need Supplies (from Nadilin) and Iron (from Thildon). Next find and talk to Thildon. Ask him for Iron Ore and he'll give it to you. Now wander over to the Empty Forge (x 1100 y 2000) and click on it to get to work. Use the forge. First "Ready the Tongs" then "Pick up the ore with the tongs and hold it in the flames" and finally "Place the softened ore on the forge and work it into shape." You then get a choice of 3 different weapons to forge: a Stiletto, a Hammer and a Battle Axe. Choose whichever. The quality of your forged item depends on your INT:

9 or less - poor quality 10 to 13 - normal 14+ - high quality Return to Keldor. Area: AR0503, Foundry of the Godsmen 2 Show Keldor the weapon you made and you'll get EXP. 6000 exp if you made a poor quality weapon, and 8000 exp if you did a normal or high quality weapon. This time a murderer has struck at a godsman in the forge, and you are needed to discover the truth of the matter. Return to Alissa. (after watching a brief cutscene...) Area: AR0502, Foundry of the Godsmen Talk to Alissa about the murder. She saw a "shadowy figure" and believes that only 3 people could have done it: Saros, Bedai-Lihn and Thildon. You can then ask where to find these three. Let's start with Thildon as he is in this area already. (He wanders around) Talk to Thildon. Ask him where he was the night of the murder. He doesn't have an alibi (unless you count the bread), and suggests that maybe Saros did it. Back to the other area... Area: AR0503, Foundry of the Godsmen 2 Go up the stairs (x 530 y 1360), then up and talk to Bedai-Lihn. She has very little information, mostly just telling you to go back and check with Keldor. Drop back down the stairs, enter the main room, go up and find Saros (x 760 y 730). Talk to him about the murders and he'll give you an Awl with Thildon's name on it. Looks bad for Thildon, eh? Area: AR0502, Foundry of the Godsmen Back to Thildon, and show him the Awl. He redirects your attention by saying that Saros is a thief, and stole the Awl from him months ago. Back to Saros, who merely tells you that this isn't proof of anything. Back to Thildon. Tell Thildon that this time Saros actually SAW Thildon commit the murder (that gets his attention). He then tells you that Saros AND Bedai-Lihn are Anarchists and are therefore responsible. *ALIGNMENT*: Lying "If that were true" makes you more CHAOTIC, telling the truth makes you more LAWFUL. If you say that you will turn him in anyway, then say that you were joking you become more CHAOTIC. And if you say that you will turn him in anyway, and the next you see him will be at his execution, you become more EVIL. Area: AR0503, Foundry of the Godsmen 2 Talk to Saros one last time, and he'll finally admit what happened. He says that Thildon killed the man, and that he, Saros, was also there and did in fact plant the Awl. He is quite specific that Bedai-Lihn had nothing to do with it. Finally talk to Keldor and tell him that Thildon did it because of his

"problems with Avildon". For this you get 10,000 experience. *ALIGNMENT*: If you present your case for one or the other of Thildon or Saros before learning all the facts, you may become more EVIL and CHAOTIC. Keldor then tells you that one of their members, Sandoz, is feeling suicidal. Agree to help with him. Note: If you left Saros alive, go talk to him, ask him about the Anarchists. Then if you have 14 INT or more, you can tell him this: "That defeats the entire point of anarchy, Saros. You're supposed to be your own person." Which gets you 200 exp. Wow. This also makes you more CHAOTIC. Drop down to the foyer, and talk with Sarossa. Ask her about her father, and mention that he will kill himself if she can't think of a way to stop him. She tells you something to tell him. Now go to the top right door (x 1860 y 1260). Go up this hallway, and up the stairs. (Ignore Nihl Xander for the moment) Talk to the guard to talk to Sandoz. Tell him what his daughter told you. He feels better. Go back to Keldor to get your reward: 12,000 experience. Then join the Godsmen for another 8000 experience. (If you have to renounce a faction NOW, you only get 6000 exp) Welcome to your 3rd faction of the game! (if you've followed this walkthrough and didn't join the Anarchists, that is) The main benefit is their store of items, of which the best are the 3 weapons at the bottom. Remember that these items can ONLY be used by Godsmen, so if you renounce this faction later, you won't be able to use them. Now talk to Nihl Xander (x 2367 y 800). --------------------------------------------------------------------------NPC: Nihl Xander (doesn't join) Stats: HP 25/25 AC 5 THAC0 19 Str 9 Dex 9 Con 9 Int 17 Wis 15 Cha 9

Ask Nihl who he happens to be and he'll (eventually) mention that he has completed your Dreambuilder. Agree to help him finish it. The first thing he'll need is a bit of your blood in a blue-green bottle. Head out of the Godsmen Foundry, and back to the Clerk's Ward. Enter the Curiousity Shop and check out the Exotic Items. What you want is the Elixir of Horrific Separation. Buy it. Head out and go to the Apothecary Shop. There you will find Pestle Kilnn, the dual shopkeeper. Talk to him and find out what happened. Offer to help. Talk to him again and offer him the Elixir (6000 exp). Then ask him for the skin/blood/bottle thing that you need. You can also get a reward of 10 clot charms if you wish. Return to Nihl with the bottle of flesh/blood and give it to him. Now he needs a razor birdcage. Exit again, and go to the entrance to the Siege Tower (x 3767 y 1485). If you haven't entered here before, you need to talk to Lazlo inside the market. Once inside the tower, get the birdcage from Coaxmetal and return to Nihl. The final step is a Coffin Pillow. Exit. Return to the Lower Ward and enter Hamry's Shop (x 3200 y 2840). Talk to Hamrys and he'll eventually

tell you that you need to get the pillow from the warehouse (x 2900 y 700). Go to the warehouse and claim the pillow. Return to Nihl and complete the Dreambuilder. (Don't Peek!) For building the Dreambuilder you get 16,000 experience. Note: In order to remove the "Get Coffin Pillow" quest from your quest lists, you MUST show it to Hamrys BEFORE giving it to Nihl. (Christo) Drop down to the main foundry level, and enter the door at (x 500 y 1450). This takes you to your dream. Enjoy! --------------------------------------------------------------------------Go back and talk to Saros. Ask him about himself and learn that his sister Sarossa has some interesting abilities. Find Sarossa and ask her about her "special talent." Ask to be taught her skill, and she'll ask if you believe the Godsmen philosophy. Reply with a 'Truth: Yes' to get: WIS +1 Note: This ONLY works if you let Saros off the hook. Also, if you LIE to Sarossa, not only will you not get the WIS +1, she'll drain you -1 STR! And you become more EVIL to boot! If you threaten her after that, she'll lower your STR, DEX and CON then attack you. This never actually happened in the unmodded game, I finally got Sarossa's curses working correctly in my Fixpack version 3.0. [from Qwinn] If you're up for a little CHAOTIC EVIL adventures (nothing TOO chaotic or evil), then go up and talk to Bedai-Lihn. Actually, if you've been doing a LOT of Lawful Good things, you can get away with this quest without losing your good alignment. --------------------------------------------------------------------------NPC: Bedai-Lihn Go up and talk to Bedai again. This time she asks if you are happy as a Godsmen. Say: "No, not really", she'll ask why not to which you should reply: "Because I'm coming to realize that it's an empty title." She asks if you are DEVOTED to the Godsmen, tell her that you are NOT, and she'll say that you've come to the right person. *ALIGNMENT*: Despite all the LYING that can happen here, there are no alignment shifts. Bedai wants to know if you are up for sticking it to the Godsmen by sabotaging that war machine they are building. *ALIGNMENT*: Saying "I'll do it" makes you a little more CHAOTIC and EVIL. Conversely, saying that you won't do it makes you more LAWFUL and GOOD. (although why would sabotaging a device that is being made for DEMONS make you more EVIL?) Once you've agreed to this, don't act weak (by which I mean, don't sound too concerned about innocent lives being lost), or she'll kick you out of the project. She wants you to sabotage the machine in some fashion, then return when you've done that.

Note: At any time, you can turn Bedai in to Keldor... no reward, and no particular reason to do it. Also if you turn Bedai in for a deed that YOU committed, you become more EVIL. To get to the machine you'll need to talk to Keldor for permission. He'll think you trustworthy and give you the token. Go to the main foundry, up to the big doors, and show your token to the guards. They let you in. Talk to the Gith, Kel'lera, and ask her about the weak spots on the device. She'll tell you that the firing controls would destroy not only the device, but kill everyone involved in creating the device. Note: Not important, but I just -have- to mention it. In the unmodded game, Kel'lera and the workers all just stand there. There was a -ton- of scripting that really made the work area come alive though, but none of it worked due to a missing area file that was supposed to set it all in motion. I managed to reconstruct it and get it all working. Just take a moment to watch Kel'lera walk around the room and interact with the workers, it's really cool. This is one of my favorite fixes. [from Qwinn] Now at the back of the cannon, you'll find the "weak spot" she talked about. Click on the controls and sabotage it. Return to Bedai for your reward (8000 exp). She offers you a new job, this time to kill the factol, Sandoz (the man you talked out of killing himself). You'll find him where he was before. Just go up to him and force-attack him (650 exp). Return to Bedai again for your reward (8000 experience). Now all Bedai wants is to get out of this place. She needs you to get her some Smith gear as they are the only ones who can get out of this place. Drop back to the Foundry level and talk to the Clerk, Nadilin. Ask for a disguise and he'll sell you one for 60 copper. He knows precisely what you want it for as well. Give the disguise to Bedai for another 8000 experience. You then follow her out to the warehouse where she explains her deeds to you. --------------------------------------------------------------------------Remember that at any time you can use the portal you received from Nadilin to teleport to Ravel's Maze. There's just 3 things left to do before that, however. The first involves irritating the Lady of Pain until she Mazes you. There are a few ways to do this, the easiest is to buy the Lady of Pain doll and worship it. Second we have the Modron Cube maze to deal with (also purchased in the Curiousity Shop). And finally there is the small matter of Undersigil. ------------------------------------------------------------------------------9.2 [NMLSSN] Nameless One's Maze (AR 1900) ------------------------------------------------------------------------------Again the easiest way to get here is to simply pray to the Lady of Pain

doll a dozen or so times. When you get the icy chill, put the doll away. The other way is to start killing random villagers. Either way, eventually the Lady shows up and mazes you good. If you want to skip any of this game's fine subquests, this is the one to skip. It is almost completely not worth the time and frustration to do. The maze itself is in the center of a ring. Once you get outside of the maze and onto the ring, you'll find that there are many archways, each of which could be your teleporter out of here. Go all the way right, then up and left to find your previous incarnation's camp (x 3333 y 380): Brimstone Sledgehammer Bone-Framed Journal Use the Journal. Open it and try to decipher the symbols, then give up. As you do that you should realize that the journal is meaningless, and discover a piece of paper inside with the answer to how to get out (essentially go through an arch, then back through it again). So, pick any of the archways and go through it. It will teleport you to a similar arch across the circle. Run back to the arch you were just at and go through it again. This teleports you to the ACTUAL portal out. Paul M. Victorey has more on this: There are 3 things the player must figure out prior to being able to leave: 1) Arches in the player's maze will normally teleport you to the arch diametrically opposite to it. 2) There is one "missing arch" -- the rubble in which you find the journal is diametrically opposite to an arch (which cannot be reached by foot). This arch, which has no "twin", is the exit. But you can't reach it on foot. 3) If you use the same arch twice, using no other arches in between, instead of moving you to the arch on the opposite side of the maze, you are moved 3 arches clockwise. Learning this is the secret to the maze that the journal helps uncover. So, the real way out of the maze is to reach the exit arch, which cannot be reached on foot. Because this exit arch has no twin, it cannot be reached using the arches in the usual fashion. But, if you use the arch that is 3 arches counterclockwise to the exit arch (the more upper of the 2 arches on the island in the lower right corner), then walk back to the same arch and do it again, you will be teleported to the exit arch, and can leave. ------------------------------------------------------------------------------9.3 [MDRNCB] Modron Cube ------------------------------------------------------------------------------In order to use the Modron Cube, we must first learn that it is, in fact, a portal. To do that head to the Brothel and talk with one of the Modrons there about the Cube. They tell you that it's a portal. Now use the cube and try to find some sort of effect: Extend the Left Wing Extend the Right Wing Rotate the Right Arm And away we go!

*ALIGNMENT*: Oh, and if you play with the cube like a child, then you are more CHAOTIC. Note: While in the maze, leave no party member, or item that you don't wish to part with. Welcome to the only randomly generated maze to ever grace an Infinity Engine game. You can talk to the Modron here, but he isn't much help. Enter the maze. As you kill each Construct, be sure to search it for treasure. Although they mostly carry worthless junk, they occasionally have goodies. I found the Portal Gem on one of them. What you need to do is: 1) Find the Control Room. 2) Talk to the Modron on the circular platform and convince him to make you the new Director. 3) Set the maze on its Hard mode. 4) Once the dungeon is on Hard, search it again to find Nordom. 5) Once you have Nordom, search again to find the "evil" Wizard construct and defeat it. Tip: Although the place is randomly generated, it holds its form until you reset it again. Therefore you may want to make a little map. The entire maze is an 8 x 8 block of rooms. The way that it is "randomized" is for certain doors to close, thus making for a different maze. Each room is considered a completely separate area, with 1301 in the top left and 1364 in the bottom right. You always enter the maze from AR13FY which connects to any room between AR1364 and AR1357. The "Wizard Room" will always be entered from the "top" door (in the isometric perspective the "top" entrance is the one in the upper right), and Nordom's room will always be entered from the left. ----------------------------------------------------------------------------NPC: Nordom (joins) Stats: HP 48/60 AC 4 2 THAC0 15 Str 16 18 Dex 16 17 Con 16 18 Int 16 18 Wis 8 8 Cha 8 8

Nordom gets his name when Morte tells you that he is a backwards Modron, and Nordom just happens to pick up on that. After a small amount of talking you can easily convince Nordom to join you for 36,000 experience. *ALIGNMENT*: Telling the Truth that you have no name is LAWFUL, lying that you are Adahn is CHAOTIC. Next ask Nordom about Mechanus to learn about the SOURCE. Then ask Nordom how he is doing and wait for his analysis to complete. With an INT of at least 16 you can say: "Do think your separation from the Source is what caused your perspective shift from that quieter, broader 'one' to the smaller, louder 'one?'" which will upgrade Nordom: +1 INT +1 CON This is also worth 36,000 experience. (and this can ONLY be done BEFORE

you tell him that you are the director) Talk to Nordom again after you have dealt with the Wizard Construct. You MUST learn from the Rubikon Wizard that he disintegrated the previous Director, if you don't learn that from him, you can't upgrade Nordom. Ask how Nordom ended out on Rubikon, then when you get the Field Test, then ask about the Creative Director. you learned from the Wizard Construct and Nordom seems tell Nordom that YOU are the new Director and he perks he gets some extra stats: +1 INT +1 DEX As well as 36,000 experience. With an INT of 16 or a WIS of 18 you can ask Nordom what your duties are as Creative Director. Ask him next about what the last Creative Director had him doing, and then ask about the Wayward Item recovery to get: 333 Copper Junk Stinger Earring Gold Bracelet Glass Eye Fanged Mirror Now it's time to give Nordom some orders. Once you've figured out that he must do what you tell him to do you can make him a better fighter: (the Nameless One must be a fighter and have 17 STR or better) 36,000 experience -2 INT +1 DEX +1 CON +2 AC Or, you can order him to do a "memory dump" (if you are a mage and have a 17 INT or higher): 36,000 experience +2 INT Creates the Twisted Gear of Enoll Eva (spell) There is also the sneakiness upgrade (if you are a thief with at least 17 DEX): 36,000 experience -2 STR +2 DEX And finally if you have a CHA of 17 or higher there is the motivational speech. You go through your motivational speech, then get this option: "Come on, Nordom... Strength. Speed. Power. Focus." However, due to a bug, there may be 2 of these to choose from, one gives a larger bonus than the other. If you see 2 at the same time, choose the BOTTOM one. For this Nordom gets a pretty good upgrade: the chance ask about Tell Nordom what a little down. Then up so much that

+2 +2 +1 +1

AC STR CON Luck

And everyone gets 60,000 experience. After that all the orders are just bizarre and not worth the trouble. Here they are anyway, in case you're curious: (Steve Bush) * With 16 or higher intelligence, you can ask him about item identification when you get to the part about wayward item recovery. This will earn you a magnifying lens. * Regarding his crossbows - go through Nordom's duties and ask him about better weapons when you come to the part about extermination of errors. You can then suggest different types of bolts based upon your intelligence... - Intelligence greater than 16 - you can suggest bolts with a feather decoration and increased accuracy to gain 10 Winged Bolts. - Intelligence greater than 16 (evil choice) - you can suggest vicious bolts to obtain 10 Bolts of Wincing. - Intelligence greater than 17 - you can suggest bolts with pyramidal heads which can split into three to obtain 10 Rule-of-Three Bolts. ----------------------------------------------------------------------------When you're done here, use the Portal Lens to teleport out. ------------------------------------------------------------------------------9.4 [NDRSGL] UnderSigil ------------------------------------------------------------------------------There are two entrances to UnderSigil in the Clerk's Ward. There are two things down here, monsters and treasures. Treasures: Whispering Flask 43 Copper Blood Charm Magnifying Lens 4 Bandages Adder's Tear Crimson Sphere Earring Green Steel Dagger Gold Bracelet 52 Copper Heart Charm - 41 Copper Heart Charm - Shackles of Light (x (x (x (x (x (x (x (x (x (x 3150 3300 3450 3750 4050 4420 3680 3470 3270 3470 y y y y y y y y y y 450) 540) 650) 750) 1550) 1550) 1080) 1840) 2080) 2160)

(x 1020 y 960) (x 2160 y 950)

Note: If you return here after your period of travelling the planes, you will find that Greater Glabrezu are now spawning. These are very powerful and can net you a large chunk of experience per kill. Random item drops will occur here, in particular the rare and highly coveted Bell's Shield and Ring Zero. These won't appear anywhere else in the game. (Steve Bush)

------------------------------------------------------------------------------10. [RVLSMZ] Ravel's Maze ------------------------------------------------------------------------------Whenever you're ready, use the portal and teleport to Ravel's Maze. Careful, you won't be back this way for a long long time. Area: AR0610, Ravel's Maze Only one thing to do while here, and that is to go to the center of the maze (about x 2400 y 1950) and talk to Ravel. (And yes, you will want to SAVE IT before talking to her) --------------------------------------------------------------------------NPC: Ravel (doesn't join) Stats: HP 87/87 AC -4 THAC0 13 Str 16 Dex 13 Con 23 Int 23 Wis 21 Cha 9

The first time you talk to Ravel you have to sit through her little cutscene. Remember that you do NOT want to attack Ravel, as there is lot to be gained by being friendly to her. Just talking to her is worth 90,000 experience. While talking with her, how nice you are to her gets you a better bonus later... and having a high charisma is almost essential here. I mention this everytime there is a "NICE" answer. With a 13 CHA you can say: "How could I forget you, Ravel?" Which is NICE. Next let her touch you, and if you have an INT or WIS of 16 or more you can reach out and feel her, which leads to a memory. Next she mentions your scars, and offers to tell you how you got them. You then get to ask her some questions about it (Balanced Imbalanced, etc.). Ask all you can. Next she analyzes all of your companions, one by one. After quite a bit more talking she wants you to answer her some questions. Agree to it. *ALIGNMENT*: If you say "your rules are fair" you are more LAWFUL. First she wants to know why your companions are with you. With a CHA of at least 16 you can flatter her with: "Of course they knew. Who would *not* want to travel here to meet with you, beautiful Ravel?" which is NICE. Otherwise you just have to say that they chose to walk your path with you. *ALIGNMENT*: Saying "Truth" here makes you more LAWFUL. And the reverse is true. She asks for confirmation on this, and you must say "yes". She then points out how each of your companions had no real choice but to come with you. She follows this up by asking if they MATTER to you, then asking specifically what your companions mean to you. Say what you will, just remember that your companions have feelings too. When asking about Fall-From-Grace you can Lie/Truth and say that Grace is nothing next to Ravel, that is NICE (to Ravel anyway and requires a CHA of 16). Ravel follows your flattery up by asking what you would do if she struck Grace dead right there. You can retract your words without losing anything (and if you don't, you'll really lose a lot of respect with Grace). The same situation holds true for Annah.

Next she asks why you took so long to return to her. With a CHA of 16 you can do the Flattering answer, which she'll find NICE. ("the way was difficult, beautiful Ravel") This can be followed up with another NICE line: "Nay, it is *your* charms that persist, beautiful Ravel." And then her most famous question... What can change the nature of a man? There are a lot of right answers here, so answer what you will (just DON'T say that you can't answer the question, she doesn't like that). Turns out she didn't care for THE answer, just YOUR answer. This finally brings us to your questions for Ravel. Ask about how she made you immortal (and follow that line for a while). Then ask about your Mortality and if it is still intact. She (eventually) tells you that an Angel named Trias may have more information on that. This information is worth 180,000 experience. Next ask about HER specifically. Ask who she is and she'll talk about the Night Hag's. But then she wants to know how you view her. The NICE thing to do here is to Lie that she is beautiful (CHAOTIC). If any women are in your party, she'll then change herself to look like them. You then have the option to kiss Ravel (in her form as Grace or Annah). If you do so, whomever you kiss (Grace or Annah) will become more happy, while the other becomes less so. After that ask what OTHER forms she has taken, and she'll reveal that she was Mebbeth, Ei-Vene and Marta. Ask about Mebbeth and tell her that Mebbeth was kind to you, therefore Ravel was kind to you. What reward you get from this depends on what you told Mebbeth when she gave you mage training. If you told Mebbeth "Because I may need it to solve the mystery of who I am" you get: WIS +1 90,000 experience If you told her "Because I just want to know" you get INT +1 90,000 experience Best of all, if you originally told Mebbeth "Because I need power", you get: INT +1 WIS +1 120,000 experience Next ask about her being Ei-Vene, and mention that Ei-Vene helped you as well (in an odd way). Then stand your ground and let her work on you again to get: +3 MaxHP Finally ask about her being Marta, and mention that she was not unkind to you as well. Again, stand your ground, and she'll pull out your intestines again... this time turning it into a pretty neat item: Intestinal Phylactery (+9 HP, +2 AC) Next you need to ask more questions. Ask why she was imprisoned here,

and she'll give her reasons. When you get the option to agree with her, the NICE thing to say is that you think she did the right thing. With an INT or WIS of 16 you can ask if that was what she was attempting to do with you... set you free. She'll then give you: Ravel's Hair 90,000 experience Following the previous NICE answer, with a CHA again by saying: "So you are at fault, Ravel? others would have lacked the courage. I see no in fact, I see only strength." which she likes of 13 you can be NICE At least you *tried* where fault in your intentions a bit.

Next ask if she will teach you some of the Art. If you are not a Mage then you need a CHA of 13. The experience you get from her depends on your INT: 11 - 30,000 - 1 Black Barbed Seed 12 to 16 - 60,000 - 3 to 6 Black Barbed Seeds 17+ - 90,000 - 6 Black Barbed Seeds, 1 Black Barbed Charm Also, if you advanced past level 7 as a mage you get the 17+ bonus. If you advanced past level 12 as a mage you get the best bonus: (these ONLY apply if you got the specialization bonus(es) AS A MAGE!) 120,000 experience (same items as the 17+ above) *ALIGNMENT*: Ravel tells you that one day the planes may bend to your will. Saying that you want that to happen is EVIL. Saying that you don't want that to happen is GOOD. At this point, you may want to go back through all the questions and make sure you've done all the NICE answers. Tell her thanks for the information but that you have to be going. She then mentions that you have forgotten the most important question of all. With an INT or WIS of 14 or higher you can figure out for yourself: How to get out. She tells you how to leave. Time to go. If you have been NICE to her (see why I mentioned it?) she will offer you a BOON before you go ("You have done me a great service, beautiful Ravel"), you will want to accept this. There are 3 options depending on how NICE you were to her. Nice: WIS +1 90,000 experience Very Nice: WIS +1 120,000 experience So Very Nice: WIS +2 180,000 experience After this, a fight becomes inevitable, so don't worry about what you say beyond this point. --------------------------------------------------------------------------Ravel isn't nearly as tough an opponent as you might think. Ravel will first call forth a small army of Trigits, and depending on the Nameless One's stats, he can call forth several as well. Kill her for: 32,000 experience Fiendish Eye of Kalem'Dar

Ravel's Spell 3 Black 3 Heart

Fingernail Blacksphere Barbed Necklaces Charms

If you got Ravel's Hair earlier, one of the archways in the center will teleport you to a special part of the maze. There you will find several dead patches. On these dead patches, you can "hum" and use several of the seeds to create Black Barbed Wands (which have the effects of both the seeds and the necklaces). How many charges the wands have depends upon your INT and Ravel's magic teachings: 15 16 15 16 or or or or less more less more & & 9 charges 33 charges Ravel Taught - 66 charges Ravel Taught - 99 charges

Find the arch and use the teleporter to get back. Now all that remains is to get to the portal in the upper right and go on to Curst. Many different types of Shadows appeared everywhere, so if you are wounded, you may want to just run up to the portal and get out. The portal is at (x 4250 y 850). Remember that you don't enter the portal directly, when you get near it, a dialog should open up. Go in and on to Curst. (after a cutscene anyway) ------------------------------------------------------------------------------11. [CRSTCR] Curst ------------------------------------------------------------------------------Area: AR0700, Curst Treasures: - 134 Copper - Blood Fly Charm - 213 Copper - 72 Copper 1 Clot Charm 1 Adder's Tear - Whispering Flask Displacer Ring

(x (x (x (x

2180 y 550) 1820 y 1980) 760 y 820) 500 y 1730)

(x 2800 y 350)

Just appearing in Curst is worth 10,000 experience. Go up and find the woman named Roberta. Talk to her until she decides that she wants her husband dead. Interesting woman. Head up to the next area. Area: AR0701, Upper Curst Treasures: - Bronze Ring (3) - Silver Ring (2) Silver Earring - Copper Earring - Ring of the Traveler Gold Ring Serpent Ring Greater Embalming Charm - 5 Bandages

(x 2880 y 1700) (x 3175 y 1500) (x 3500 y 1750) (x 3200 y 2070, locked)

(x 1825 y 3090)

2 Charms of Infinite Recall Heart Charm - Scent of the Storm In the warehouse at (x 3820 y 1550): - Gold Bracelet Gold Earring Gold Ring Gold Ingot - Spiked Gauntlets of Ogre Power

(x 900 y 2800)

(x 1000 y 260)

Go up a bit and talk to the Harlot, Kiri (she should look like a Female Townsperson). She's willing to do almost anything for money, so talk her into killing Roberta's husband. When that is done return to the previous area. Area: AR0700, Curst Talk to Roberta again to get 2000 experience and 500 copper. If you so desire, you can get her turned in to the guards. You get nothing from this, so it is up to you. Note: If you heard about the stash from Grimscalp, you can tell Devore, the warehouse manager in Curst (before Carceri), and he will give you the skull's stash: 1000 xp, 250 copper and the Spiked Gauntlets of Ogre Power. [from Qwinn] Enter the bar at (x 2600 y 1350). Area: AR0704, Curst Bar and Grill Treasures: - Frosty Mint Candy - Cheese (2) Steak Knife - Cheese 75 Copper Heart Charm Frosty Mint Candy Minaurosian Chocolate - 33 Copper - Hairpin 4 Copper - Magic Punch Daggers

(x 650 y 370) (x 2900 y 840) (x 3070 y 2200, "upstairs")

(x 2100 y 2200, "upstairs") (x 1780 y 1950, "upstairs") (x 2130 y 1715, "upstairs")

We're on the lookout for Ravel's Deva (angel). What we're going to be doing is solving a load of quests for everyone here (although there is an alternative route or two to get to the Prison) so that we can enter the prison. We're doing it this way to get a LOT of experience. Before we get into it, I'll just list the two alternatives (again, you DON'T want to do these): Alternative 1: From the junkyard in Curst, enter the "secret" entrance. Alternative 2: After agreeing to any of the murder plots, have a guard arrest you and send you to prison. Key Part 1: <------------------------------------------------------------> Anyway, we're not doing those. Go up to the barkeep, Tainted Barse (x 640

y 470) and talk to him. Ask him what's wrong, and he'll say that his daughter is being sold on the slave trade, and that if you help him out, he can tell you about the Deva. Talk to Marquez (x 280 y 930) for more information. Exit the bar, go up to the top and over to the next map of Curst (AR 0700, x 500 y 300). Once there, go to (AR 0701, x 3020 y 1140) to find the Harmonium Officers that are holding the girl, Jasilya. You won't get out of this one without a fight, so kill all the goons here, then talk to her. She thanks you, and takes off. Head back to the bar and talk to Marquez again. Tell him the good news for 65,000 experience. Marquez also gives you the first part of the key, and tells you to get the next part from Kitla. Marquez is the fighter trainer for Curst. Key Part 2: <------------------------------------------------------------> Kitla is over in the "shark" dining area (x 1200 y 715). Talk to her about the next part of the key. What she wants you to do is to deal with some brothers who are feuding over their departed father's legacies. The first brother can be found just outside in the Blacksmith's Shop (AR 0700, x 1280 y 1420). Go inside and convince him to give you his Legacy. Note: There are some interesting items in Crumplepunch's shop, however, even opening the containers will make him hostile. To get the items, simply have Annah disarm the trap (which is what makes him hostile) and lock pick it as well. (Nils) Head out to the upper area of Curst, and enter the Distillery (AR 0701, x 2500 y 2550). Talk to Kester and get his copy of the Legacy as well. Go back to Kitla and give her both of the Legacies for 150,000 experience (the best exp possible). She gives you her piece of the key as well as the Abyssal Fury spell. She then tells you to talk to Nabat for the next piece of the puzzle. Alternatives: Killing either Kester or Crumplepunch (or both), then returning to Kitla is worth 131250 experience. Also if you give her only ONE of the legacies you get 131250 exp. She is also the Mage trainer for Curst. Key Part 3: <------------------------------------------------------------> Nabat is nearly directly down from Kitla (x 1300 y 1160). He wants you to defend the dump caretaker Kyse from some ruffians. Exit the bar and head over to the dump. You'll find Kyse in there somewhere, you can't miss him. He wants you to talk to the leader of the "ruffians," a weasel named Wernet. Head up to "inner" Curst. You'll find talk to him Kyse. This Kyse! When Wernet down and to the left (AR 0701, x 2070 y 3140). You can about Kyse, but he just makes some vague threats. Back to time the thugs appear when you enter the junkyard. Defend this is over, Kyse offers to heal you when needed.

Return to Nabat for 43,750 experience. He tells you to head over to Dallan for the next part of the key.

Nabat is the thief trainer for Curst. Key Part 4: <------------------------------------------------------------> Dallan is over to the right, then down (x 2200 y 1015) chatting up some young girl. Talk to him. He tells you that An'izius is having a bit of a political problem that you should deal with. Head out of the bar, and up to the center of town. Way up top you'll find the Githyanki, An'izius (AR 0701, x 775 y 740). Ask him about the political situation, and he'll say that he wants his rival, Siabha, dealt with. What he proposes is that you tell the captain of the guard that she hired you to attack An'izius. Interesting proposal, but we can do better. Go talk to Siabha (AR 0701, x 1670 y 550), tell her that you just spoke to An'izius and she'll double his offer if you reverse it. Back to An'izius, where he'll increase it. You can go to Siabha one last time and she'll increase it again. Time to go to the captain of the guard, who is all the way back at the gate to the main section of Curst (AR 0701, x 3150 y 2340). Tell him that the officials here are attempting to kill each other, then turn in BOTH An'izius and Siabha for 200,000 experience. Alternatives: If you turn in only An'izius OR Siabha (rather than both) your reward from the other will be 3000 copper and 100,000 experience. Back to Dallan for 87,500 experience and the 4th part of the key. He tells you the last part of the key can be found on Dona Quisho. Key Part 5: <------------------------------------------------------------> Dona Quisho is in the shark room right by Kitla. Talk to her, and agree to help her with her fiendish problem. Exit the bar. Head up to the grain silo (AR 0700, x 2450 y 670) and enter. Go upstairs and find the Pentagram. The fiend appears and you get 60,000 experience. Talk to him. Ask him what he might give you if you free him, and he'll agree to give you the mighty axe, Heartgrinder. Free him. (there is no ALIGNMENT shift here, so why not?) Return to Dona to get your reward: 131,250 experience and the final piece of the key. We now have the completed key. Whenever you want to go find the Deva, go talk to Barse and have him send you down. You won't be returning to Curst once you do, however. Note: If you failed to keep Jasilya alive (when rescuing her from the slavers), Barse will require that you kill Chek'ka Plute before he sends you on your way. Chek'ka has 77 HP and 2000 experience. (with thanks to Winston Jen) ------------------------------------------------------------------------------11.1 [CRSTPR] Curst Prison ------------------------------------------------------------------------------Area: AR0708, Curst Underground

Treasures: - Ring of Fallen Stars - Whispering Flask 3 Blood Charms Blood Fly Charm Silver Ring - Scroll of Ice Knife Scroll of Hold Undead 1021 Copper Scroll of Remove Curse - Ring of the Traveler 333 Copper

(x 930 y 2300) (x 2230 y 3300)

(x 2080 y 3240)

(x 3080 y 1140)

When you first appear you'll be attacked by several Trelons (2500 exp). There is a bootlegger wandering around down here, he'll ask you to kill a Gehreleth for him, but when you do all he does is attack you for your efforts. There is also a chatty Baatezu named Tek'elach, but beyond giving you some information, he has no real point. If you need healing or a place to rest, simply talk to the Hermit (x 1100 y 1200). He'll also tell you that the Deva can be found to the west. The exit to the next area is just down and left (x 150 y 2080). Area: AR0702, Curst Prison Treasures: - Heart Charm Scroll of Call Lightning - Cockroach Charm Charcoal Charm - Silver Ring Gold Bracelet 90 Copper - Dread Bond Blood Charm Clot Charm - 500 Copper Adder's Tear Scroll of Greater Embalming - 3 Heart Charms 2 Clot Charms

(x 4080 y 2040) (x 2575 y 667) (x 2920 y 2270) (x 1480 y 3450) (x 315 y 775) (x 3720 y 650)

Head up quite a bit, then left to the next passage and take that one down to find Trias, the Deva (x 2580 y 3260). Talking with him won't get you very far, as all he wants is to be freed. The only thing that will free him is his own sword, the Celestial Fire, which is hidden somewhere in the prison. Head all the way back up, then left. Once you can't go left anymore, go down and enter the actual prison (x 775 y 1350). You'll have to fight through these guards. Head right. One of the guards here will have the Finger Bone Key, which you'll need. Open the next door (x 1650 y 2100), and through here to the next door. The next room has a LOT of Curst Guards in it, and may require some strategy (such as luring some guards into the previous room and killing them there). If you follow this room down to the right, you'll trigger an acid trap which is worth 87,500 experience. When you're ready, open the last door (x 300 y 2400).

-------------------------------------------------------------------------NPC: Cassius (doesn't join) Stats: HP 150/150 AC -5 THAC0 5 Str 22 Dex 15 Con 16 Int 13 Wis 16 Cha 9

Not much to Cassius except the fact that he is guarding Trias' sword, Celestial Fire. Tell him that you want the sword and he'll give you three options to get it back: Wit Speed Strength Let's start with wit. He'll ask you 3 riddles, answer them correctly to get 5000 experience and the sword. With a high INT, you'll figure the riddles out automatically (the top option), otherwise these are the answers: A Man Hunger Time Or perhaps you favor speed. When you choose that, he tells you to steal some bandages from him. Do so, then talk to him again for 5000 exp and the sword. Last of all there is Strength, which is very straightforward, as he then attacks you. Killing him is worth 10,000 experience and gets you the sword. -------------------------------------------------------------------------Once you have the sword, there is a bit of a jailbreak... or prison riot, whichever you prefer. Bug: When you are about to save Trias (the Deva) in the Curst Prison just after you've found his Celestial Fire, ask him about what Ravel have tould you and then free him from his chains (press 1 till dialogue is over). Talk to him again and press 2 ("Ah well. Farewell"). Talk to him again, keep pressing 1:s then a 2 and so on. You get 300k exp each time. (from Hannes) This was fixed in the official patch. Return to Trias, and use the sword to free him for 306,250 experience. Once he is freed, ask him for knowledge and ask how you can reclaim your mortality. He tells you that there is a creature in the Outlands who can help you, and the portal to him is located right in this prison. Convenient. When you're done with Trias, head up and to the right to the door at (x 4200 y 700). This is the portal. However, if you want Vhailor in your party, don't enter the portal, instead go through the door as normal to find the walking suit of armor known as Vhailor. --------------------------------------------------------------------------NPC: Vhailor (joins) Stats: HP 100 AC 2 THAC0 Str Dex 12 18/51 13 Con 18 Int 10 Wis 10 Cha 10

Vhailor was at one point the most vigilant Mercykiller of them all. At

least until someone (*cough*) left him to rot in this prison for all time. Instead of simply dying and having done with it, Vhailor simply had too much still to do, and lived on... as a suit of armor. With a WIS of 18 or more, you will recall his name right away "Vhailor?" which leads to a memory worth 60,000 experience. Then tell Vhailor to Awaken, which he will. Ask him who he is, then WHAT he is. He tells you that he is a Mercykiller mostly. *ALIGNMENT*: Saying Truth: mercy is weak makes you more LAWFUL and more EVIL at the same time. Lying about it makes you more CHAOTIC. Truth: I disagree makes you more GOOD. At this point, if you really want to, you can convince Vhailor to kill himself. Start with "Truth: I disagree". If you have an INT of 16 you can follow with: "By your own words, you are not innocent, either. Should *you* be punished?" then "So if you had ever let a criminal escape punishment, then you yourself would be punished?" and "Well, while you were imprisoned beneath Curst, thousands..." and "If you do that, then you will no longer be able to punish the living. Which is it, Vhailor?" Finally with a CHA of 21 or more you can convince him that there are more DEAD criminals than living ones, after which he kills himself and you get 90,000 experience. Note: You can also convince Vhailor that LAW itself is meaningless, the result is the same, he kills himself. Useful if you don't want to take him with you in your party. Next ask to learn looks at a memory him how he serves Justice, and ask about the Strength of justice about his special Judging Vision. Ask him what he sees when he another. Ask him to look at you, the Nameless One, to recover worth 90,000 experience.

Vhailor then asks if you have ever killed. If you want, you can just lie to him repeatedly until he shuts up. Even if you do admit to a crime, you can still get out of Vhailor attacking you, if you have an INT or WIS of 16, you can tell him that you have already BEEN punished. *ALIGNMENT*: Lying makes you CHAOTIC, truthtelling makes you LAWFUL. Nothing surprising there. Tell Vhailor that you seek justice too to get him to join up. You get 90,000 experience when he joins. *ALIGNMENT*: Saying TRUTH you seek justice makes you more LAWFUL & GOOD. Lying merely makes you more CHAOTIC. Once Vhailor has joined up with you, talk teach you the Axe. (you must be a fighter how strong your WILL is, and depending on believe you. Ask him to show you what he level of LAWFULNESS you get the bonus: SOMEWHAT LAWFUL - STR +1 +1 DAMAGE BONUS 90,000 experience VERY LAWFUL - STR +2 +2 DAMAGE BONUS 120,000 experience SUPER LAWFUL - STR +3 to him again and ask him to at the time) He wants to know how LAWFUL you are, he will sees, and depending on the

+3 DAMAGE BONUS 150,000 experience --------------------------------------------------------------------------Once that is done, enter the portal and begone. ------------------------------------------------------------------------------12. [THTLND] The Outlands ------------------------------------------------------------------------------Area: AR1100, Outlands Head over to the giant skull (x 1170 y 1700), and enter. Area: AR1101, Fhjull Forked Tongue's Home Once inside, drop down the stairs, and talk to the cornugon, Fhjull. --------------------------------------------------------------------------NPC: Fhjull (doesn't join) Stats: HP 55 AC -2 THAC0 11 Str 9 Dex 9 Con 9 Int 9 Wis 9 Cha 9

Fhjull is an interesting sort of Baatezu, he must perform "good deeds" due to some trickery on Trias' part. Ask him some questions. You can learn all about how he ended out like this, as well as learn just what kind of creature leaves giant bones like the ones he lives in. Ask him about your mortality. He tells you that it is probably in the "fortress of regrets", but he has no idea how you might get there. He tells you that if you head over to Avernus you can talk to the Pillar of Skulls... perhaps they know. This revelation is worth 350,000 experience. Ask him how to get to Baator and he'll tell you there is a portal under one of the bones above. With an INT of 18 or WIS of 16 or more you can ask him how you might LEAVE Baator once there, which is worth 100,000 experience. Once you've learned about Trias' trickery, you can request some aid from Fhjull. Look at-- and take -- each of the items that he has: Hatred's Gift Gordion's Knot Adder's Tear Green Steel Knife Green Steel Dagger Kesseg, Cerebral Parasite (you can get more than 1 of these) He also has some spells for you to take: Remove Curse Globe of Invulnerability Chain Lightning Storm Acid Storm Blade Storm Stygian Ice Storm *ALIGNMENT*: Stealing his items like this makes you more EVIL.

Fhjull will also let you rest here if you ask him. --------------------------------------------------------------------------Head out. Area: AR1100, Outlands The portal to Baator is located at (x 1675 y 1900) underneath the armbone. Area: AR1000, Baator Everything here is a Baatezu, whether it looks like a damsel in distress (your classic D.I.D.) or not. There are a LOT of monsters here, which could make this place fairly tough to get through. Unless, of course, you don't fight anything. If you are up for running (rather than fighting) simply send the Nameless One to the bottom right corner to the next area. Area: AR1101, Pillar of Skulls Leave EVERYONE in the party where they are, and have the Nameless One go up ALONE to the Pillar of Skulls (it's important). I also cast Friends on myself before talking to him... that way I can Lie about the location of Fhjull. --------------------------------------------------------------------------NPC: Pillar of Skulls (doesn't join) Ah, the infamous pillar. This is where your previous incarnation picked up Morte. Talk to it. Every question you ask it must be PAID for, so ask only important questions. Ask how to get to the Fortress of Regrets, and after paying your price (see below), it will tell you that you have already been by the portal, although they don't know where it is, and that the key to it is Regret. Further they tell you that only 3 know where this portal is, and one of them is Trias. He lied to you, in other words. Only one other question matters at this point, how to get out of Baator. (not necessary if you got the answer out of Fhjull earlier) Once again you must pay their price (see below) to learn how to get out. You must return to the previous area, find the obsidian pile, cut your tongue with a piece, to activate the portal out. Note: If you ask "who am I" and learn the answer with Vhailor present, he will attack you. Now for the prices that must be paid: Modron Cube (which is lost forever... therefore you can't give it to Coaxmetal) Location of Fhjull (who really cares about him anyway?) *ALIGNMENT*: Giving up Fhjull makes you more EVIL. Lying about his location makes you more CHAOTIC (and can only be pulled off if you have an 18 CHA anyway). I found Lying about Fhjull to be the easiest price to pay. Morte (whom you can get back... see below) Fall-From-Grace (whom you can NOT get back) Annah (whom you can NOT get back)

*ALIGNMENT*: Casting in Morte, Grace or Annah makes you more EVIL. Drop of your Blood (lowers your MaxHP by 15) If you gave up Morte, the next time you talk to the Pillar you'll see him and have the option to attempt a rescue. In order to get Morte out of there, you must have gained BOTH of the "specialist" bonuses in the same class. So, you must have BOTH the level 7 and level 12 bonuses. Getting Morte out costs you: -5 MaxHP --------------------------------------------------------------------------Back to the previous area. Area: AR1000, Baator The portal out is way over to the left, in the bottom corner. (x 770 y 2300) When you get close, you get the Portal Dialog that gets you out. Once there, go back in and talk to Fhjull again. Area: AR1101, Fhjull Ask Fhjull how you might get out of this cursed place, and he'll tell you that there is a portal back to Curst under the tailbone of this massive skeleton. Exit. Area: AR1100, Outlands The portal is over at (x 2530 y 1650). Enter. ------------------------------------------------------------------------------13. [CRSTRV] Curst Revisited ------------------------------------------------------------------------------Area: AR0800, Curst Ghost Town Treasures: - 9 Copper Cockroach Charm - Silver Bracelet - 14 Copper Blood Charm - 6 Copper Corpse Fly Charm

(x 3400 y 2240) (x 3720 y 2020) (x 2900 y 2300) (x 3560 y 2280)

Yes, this is Curst, but it has definitely seen better days. You'd think the whole town was sucked into Hell or something. If you solved the Moridor's Demon Box (the big FedEX quest) by having the priest send the demon to another plane... that demon is now here, wandering around somewhere. He's pretty tough, too. I found him over to the left. Stats: HP AC THAC0 Str Dex Con 600 -10 11 19 14 16 Requires +2 enchanted weapons to hit Int 12 Wis 10 Cha 9

When you kill him you get a whopping 500,000 experience, and some items:

1000 Copper Aegis of Torment (+3 CON, +15 HP, +3 AC, best ring in the game) Head over to the Gate to Carceri (x 2130 y 1830) and talk to the heads there. Ask them about what happened to the town, etc. Ask what happened to the head itself, and if you have an INT of 21 or more, you can say: "Is it just me, or are there far too many talking, disembodied heads around these days?" for 3000 experience. Have the heads teleport you into Carceri. ------------------------------------------------------------------------------13.1 [CRCRZI] Carceri ------------------------------------------------------------------------------Area: AR0900, Curst in Carceri Treasures: - Silver Ring 10 Copper - 9 Copper - 11 Copper - 2 Blood Charms - Clot Charm Dirty Rat Charm

(x 2400 y 1600, locked) (x (x (x (x 2450 2550 2350 2400 y y y y 1800) 1750) 1650) 1700, locked)

Curst was sucked into Carceri when its people lost their way. They lost their way when Trias returned. Thus, in order to defeat Trias later, you'll want to help the people return to law and order. Also, this area is crawling in high EXP monsters, such as the 14,000 exp Gehreleth. These monsters will also respawn if you leave and come back, making for some useful experience gaining. The dump caretaker should quickly find you, explain what happened here and give you: Spell - Meteor Swarm Bombardment While in Curst, your GOOD DEEDS are counted, and effect how powerful Trias is when you attack him later. Good Deed 1: Gehreleths <------------------------------------------------> Just to the left of where you appear (x 2620 y 2845) are some monsters. Although there are Gehreleths all over this place, these are going out of their way to kill everyone here. Take out the Gehreleths before they kill too many people. When the Gehreleths are dead you get another 225,000 experience. You ONLY get the Experience if the Gehreleths kills LESS THAN 8 people. Good Deed 2: The Cart, Berrog and the Burgher <--------------------------> Just to the right from where you started (x 3750 y 2900) you'll find a cart that has landed on Berrog and the Burgher. Talk to Berrog both of them will each make their plea. Berrog tells you to try to save the Burgher first, and the Burgher agrees. The best solution is to free Berrog, which gets you 125,000 experience and is a Good Deed. The Burgher dies, so search his body for: Spell - Deathbolt

*ALIGNMENT*: Freeing Berrog (or both of them) is GOOD. Freeing just the Burgher is EVIL, but still considered a Good Deed. Alternatively, saving the Burgher is EVIL, but he gives you the Spell (and you still get the 125,000 experience): Deathbolt Freeing both of them requires an INT of 14, and gets you no EXP. You also get the Deathbolt spell this way. Note: The various rewards for this quest were horribly, terribly bugged. I standardized them so that identical dialogue paths will no longer yield drastically different rewards. The "best" solution, post-fix, is to free them both. [from Qwinn] Good Deed 3: Jasilya <---------------------------------------------------> Head up to find Jasilya being accosted by Thugs (x 3030 y 1850) yet again. Kill all the thugs, then talk to her for 75,000 experience. Careful, if you kiss her, it might irritate any other ladies who are in love with you. Killing the thugs is a Good Deed. Good Deed 4: The Execution <---------------------------------------------> Head over to the left (x 830 y 2940) to find an execution going on. The official about to be executed will beg you to save him. Hurry and talk to the Judge. With an INT or WIS of 15 you can say: "If you execute him, it'll add to the chaos that threw this town into Carceri in the first place. Put an end to this madness so we can get the Curst back where it belongs... before we're *all* killed." This stops the execution and gets you 225,000 experience. Note: Without my Fixpack, the Execution can get bugged to the point of totally broken. This occurs if you entered the UnderCurst prison area more than once (say, you went to the Hermit for resting/healing and returned) and you had An'izius arrested (because if you did, An'izius is the official to be executed.) If you do that, both executions (yes, there are actually two of them) will occur simultaneously and will begin the moment you enter Curst in Carceri, rather than when you get in range to see them. So, if you're playing without my Fixpack, you might want to avoid leaving the Curst Prison area more than once. [from Qwinn] Alternatively, with a CHA of 15 you can persuade them not to kill him. This is also worth 225,000 experience. Finally, if you have NEITHER of the two other conditions, with Vhailor in your party he can get them to stop. You get no EXP for this. *ALIGNMENT*: Halting the execution makes you GOOD. This is, of course, a Good Deed. Good Deed 5: The Angry Mob <---------------------------------------------> Go up to (x 1270 y 940) and talk to the Official there. He wants you to help convince the mob not to kill him. Next talk to the "Angry" guy here, and with an INT, WIS or CHA of 15 you can convince him to let the official go. This is worth 150,000 experience, and another good deed.

Good Deed 6: The Slave Ring <--------------------------------------------> Go right to find a man selling townspeople as slaves (x 2130 y 580). Go further back and talk to Hezobol. Although you could just attack him (an EVIL action even if it counts as a Good Deed), we're going to attempt to be more subtle. With 15 INT, CHA or WIS you can convince him that slaving is bad, and has lead Curst to where it is right now. This counts as the Good Deed and gets you 150,000 experience. You then tell him to use his forces for good instead of evil and he does so. Alternatively, you could just say "I'm here to stop you" which works just as well without the Stat Check. It's also worth 150,000 experience. Good Deed 7: Looters <---------------------------------------------------> Head over to the warehouse (x 3330 y 1260) down and to the right. Talk to the big guard there, Jujog. They're looting out the warehouse, which of course, isn't good. Again with a 15 INT, CHA or WIS you can talk him out of it. This is worth 150,000 experience and a Good Deed. *ALIGNMENT*: This also makes you more GOOD. Enter the Warehouse. Area: AR0902, Carceri Warehouse Treasures: - 733 Copper Charcoal Charm Magus Shield - Scroll of Ball Lightning Scroll of Ice Knife Scroll of Cure Critical Wounds - Ancient Scroll

(x 570 y 470) (x 740 y 720) (x 395 y 286, hard to find)

Find and talk to Ebb Creakknees. Ask him what he's doing there, and he'll tell you that he's fighting against the system. Convince him that he shouldn't be doing that, and should be helping to find the MONSTERS. This is a Good Deed and gets you 225,000 experience. He'll also give you: Spell - Desert Hell Also in here is the Ancient Scroll. This is only really usable by a level 12 mage or greater. This is a Wish Scroll, and is pretty damn powerful. You get ONE and only ONE wish with it: Increase in Abilities (STR,DEX,CON,INT,WIS or CHA +2) An Item of Power (creates the Ring of Thex, +20 HP, +4 AC, +2 saves, mages only) Wealth (10,000 copper) Heal Party Arcane Knowledge (creates several spells: Stygian Ice Storm, Meteor Storm Bombardment, Power Word: Kill) I'd go for either the Item of Power (that ring rules) or the Increase in Abilities. Trick: (from Kyriell the Minstrel) If you put the wish scroll in

Dak'kon's inventory, it will be red, but you can STILL right-click it and use it... and because Dak'kon cannot use the item, you get your wish, but the scroll isn't used up. This is fixed in my Fixpack. Sorry to disappoint. [from Qwinn] Exit. Area: AR0900, Curst in Carceri Go over to the Distillery (x 2200 y 2200) and enter. Area: AR3016, Distillery in Carceri Save Kester from the thugs in here. If you can kill them before they kill the Distiller, you have done a Good Deed. He thanks you, and that is pretty much that. Also, you can rest in here if you choose. Area: AR0900, Curst in Carceri That's it for Curst in Carceri, now head all the way up to the big building and enter. Before you enter, the Hermit will offer to heal you. Take him up on his offer, and keep healing your people until they don't appear on the menu any more. Area: AR0901, Headquarters Treasures: Level 1: - 2 Blood Charms Heart Charm Charm of Infinite Recall - 3 Bandages 2 Needle & Thread Clot Charm - Needle & Thread Bandage 2 Clot Charms - Clot Charm - Bandages Bone Charm Knot Charm Cockroach Charm Level 2: - 3000 Copper - Adder's Tear Knot Charm Thrice-Blind Charm 2 Heart Charms - Blood Charm Clot Charm Charcoal Charm Corpse Fly Charm - Blood Charm Heart Charm Fiend's Blood Dagger Charcoal Charm - 2 Heart Charms (x 1930 y 830, trapped) (x 2030 y 750, trapped) (x 4550 y 750) (x 3340 y 840) (x 4000 y 1120) (x 3940 y 1450) (x 3800 y 300)

(x 1070 y 200, trapped)

(x 1390 y 350)

(x 1025 y 1300)

Scroll of Deathbolt Level 3: - Heart Charm - "Edge of Oblivion Vrock Club Enchanted Stuff Mark of the Savant Porphatys Dagger (x 3090 y 2400) (x 2460 y 1920, trapped)

Although this building is divided into several "levels", it is all considered to be one area. After getting the various treasures on this level, go up the stairs (x 4200 y 460). Search the side rooms first for treasure, then enter the large main chamber to see a bunch of guards fighting Gehreleths. Kill the guards first, then take on the Gehreleths. The stairs to the next level are in the small passage to the right (x 1230 y 1560). Once here, just go forward to the next room, and again. In the cluttered room be sure to get the treasure. And, if you want to, talk to the dying guard. When you're ready, open the 2 sets of big doors, and go confront Trias, the Betrayer. The battle with Trias depends a LOT on how many Good Deeds you did back in Curst/Carceri. Couple of Good Deeds: Hard Trias -Stats: HP AC THAC0 Str 230 -5 8 17 3 attacks/round High resistances as well. Allies: 6 Trelons Some (not All) Good Deeds: Medium Trias -Stats: HP AC THAC0 Str 208 -4 9 17 3 attacks/round Medium resistances as well. Allies: 3 Trelons Most or All Good Deeds: Easy Trias -Stats: HP AC THAC0 Str 190 -4 10 17 2 attacks/round Low resistances as well. Allies: 3 Sohmien *ALIGNMENT*: If, after defeating Trias, you attack him again, you become a LOT more EVIL. Dex 17 Con 16 Int 13 Wis 13 Cha 13 Dex 17 Con 16 Int 13 Wis 13 Cha 13 Dex 17 Con 16 Int 13 Wis 13 Cha 13

Once you have defeated him, he will yield to you. --------------------------------------------------------------------------NPC: Trias *ALIGNMENT*: If you taunt him by saying that he couldn't have beaten you even in his full glory, you become more EVIL. Now we need some information, ask him how to get to the Fortress of Regrets. He requires a promise from you, that you will not kill him. You can say that you won't, or you can vow it (saying that you'll make no promise is futile). *ALIGNMENT*: Vowing is LAWFUL. Once that is done, he tells you. The portal is located within the Mortuary (where you STARTED the game) and a key is a Regret. You must strip off a piece of flesh when you get near it, and write a regret on the flesh. This will lead to the Fortress. Also learn about the Keeper of the Fortress. Now we must decide what to do with Trias. You could decide to kill him anyway, which will get you 375,000 experience. *ALIGNMENT*: Killing him regardless of what you said earlier makes you more EVIL. However, if you also Vowed not to kill him, you also become more CHAOTIC. Also, if Vhailor is in your party, he'll kill Trias for you. You get the EXP but have no alignment shifts. Or you could ask what he'll do when you leave, and he'll say that he'll try this whole mess over again. With a WIS of 16 or more you can ask if he's forgotten about his Father. *ALIGNMENT*: This is the only GOOD path here. Next say: "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." This line only works if you have a CHA of at least 14. *ALIGNMENT*: This is one of the most GOOD actions in the game. For his Redemption, Trias will give you: Spell - Celestial Host 375,000 experience And again, if Vhailor is in your party, he'll kill Trias before he can leave. And once again this is worth 375,000 experience. Therefore, you can Redeem AND Kill him! --------------------------------------------------------------------------If you killed Trias (at any time), you can pick up his sword: Celestial Fire The best feature about Celestial Fire is that you can change what type of weapon it is. Just right-click and talk to it, then have it change to

whatever weapon you would like. You can only do this once, but it is mighty powerful. Head up to the portal (x 2230 y 2500). ------------------------------------------------------------------------------13.2 [SGLRVS] Sigil Revisited ------------------------------------------------------------------------------Area: AR0200, Mortuary Hive Well, we're now back where we started, just outside the Mortuary. We now have everything we'll need to get into the Fortress of Regrets, however, there are a couple things left to do. If you've been telling everyone that you are Adahn, you will want to head over to the Smoldering Corpse Bar to find Adahn there. --------------------------------------------------------------------------NPC: Adahn (doesn't join) Try not to reveal that you made Adahn up. Ask him if he knows who you are and he'll say that you're an old friend. Say your farewells, and Adahn will stop you saying that he has some of your stuff. With an INT or WIS of 14 you can have him check his left sleeve again: 250 EXP Adahn's Ring (sell for 50 copper) If you have to ask "did you lose it" you get the ring but nothing else. With an INT or WIS of 16 or more you can ask if there was some money that went along with this: 500 EXP 100 Copper Lastly, with an INT or WIS of 17 or more you can ask for that old magic item he was to give you: Adahn's Dagger +1 1000 EXP After which, Adahn vanishes. --------------------------------------------------------------------------After that, head back to the Lower Ward and talk re-enter the Siege Tower to talk to Coaxmetal. --------------------------------------------------------------------------NPC: Coaxmetal Say farewell to Coaxmetal and he'll ask you to help him get out of his prison. All he needs is the Modron Cube that you have (or can get from the Curiousity Shop). If you give him the cube, you get a pretty good reward: Entropic Blade

12,000 EXP *ALIGNMENT*: This makes you a LOT more EVIL and CHAOTIC. Saying that you can't give the cube up because it's "too precious to me" makes you a little more EVIL. Refusing to give it to him because the planes are better off with him here makes you more GOOD and LAWFUL. That being said, by the end of the game, if you've done most of the GOOD and LAWFUL events, you can give the Modron Cube and STILL be Lawful Good! Save it beforehand and try it anyway. If you refuse to give him the cube, you get the 12,000 experience anyway. --------------------------------------------------------------------------....................................................................... Entropic Blade vs. Celestial Fire All Alignments Lawful Good Only 3-23 Dmg 3-18 Dmg +10 Fire Dmg = 13-28 total +2 AC +10% weapon resistance +2 THAC0 +2 THAC0 Speed: 1 Speed: 3 Fighters/Thieves All classes (depending on alteration) ....................................................................... Note: Remember, you can only alter the Entropic Blade once. Further, you must have a Proficiency Point in the weapon you want it to alter to. So, you can't change it to an Axe if you don't have any Axe points. After all that, you might just want more training for the Nameless One, or perhaps to buy any new tatoos that have appeared. There are some good tatoos dealing with Ravel and Trias. Area: AR0101, Ragpicker's Square Return to the mage-teacher Mebbeth in Ragpicker's Square, she's dying when you arrive but she lives long enough to discuss being Ravel and She'll ask you for one of the black barbed seeds she gave you in the maze. Give her one and she'll die peacefully and give you 120,000xp, refuse her and she dies anyway. I'm not sure what effect this has on alignment but I imagine refusing her dying wish is evil and granting it is good. (from Lord Xeen) Once all that is done, re-enter the Mortuary. Either kill yourself, or have Pox get you in. Area: AR0202, Mortuary Once at the Mortuary Table where you always appear, just go up and a dialogue should appear. Pull off a piece of skin, write a regret, and wait for the portal to open (250,000 experience). *ALIGNMENT*: Depending on the Regret you pick, you change alignment. If you regret doing an evil deed, you become more GOOD. If you regret NOT doing an evil deed, you become more EVIL. You will then ask your

party if they're ready to go through, and Morte and Dak'kon will start spilling a LOT of information about the Fortress. Turns out they've been here with you before, and it didn't turn out so well the first time. And for some mysterious reason, you left Deionarra there to die. Note: Since you'll be separated from your companions, you might want to take all significant items (such as all your Heart Charms) with the Nameless One. Be SURE to have the Bronze Sphere & Blade of the Immortal on the Nameless One. Step into the portal... but you won't be coming back! ------------------------------------------------------------------------------14. [FRTRSS] Fortress of Regrets ------------------------------------------------------------------------------The more often you die during the course of the game, the more shadows you will encounter in the Fortress. The number of shadows increases at 5, 10 and 15 deaths. When I discovered this (after version 3.0 of my fixpack came out), I found that there are some instances that should count as a death but don't, such as dying while in dialogue with Jolmi, Yi'minn and Death's Advocate. Those will be fixed in version 4.0. It's been decided that Marta never actually kills you, and all other ways of dying in dialogue (e.g. the petrified mage, Pox, replacing your eye if your HP is low, etc.) always have and will count toward your death count. [from Qwinn] Area: AR1200, Fortress Entrance Head over to the right and talk to Deionarra (x 3960 y 2100). She warns you to get out of here, but we can't do that even if we wanted to. Ask her anything you can, but she isn't terribly helpful. Before you go, show her the wedding ring you got from her Legacy, and she'll upgrade it for you: ....................................................... Before After Wedding Ring Super Wedding Ring +1 to all Saving Throws +3 to all Saving Throws +1 AC +3 AC +3 AC vs. Piercing +3 AC vs. Piercing ....................................................... Head over to the large door to the left, and enter (x 640 y 1020). Area: AR1201, Fortress of Regrets When you enter, you'll see a cutscene with Ignus summoned by the Transcendent One. Also, this area is crawling in shadows, including the brand new Greater Shadow, which is pretty powerful (especially since you're all by yourself at the moment). Each are worth 10,000 experience. Finally this area has several traps on the floor. Click on the War Machine (x 2900 y 1950) to see the death of Dak'kon. This also teleports you to a new section of this area. Head left, then down/right to the next war machine (x 1750 y 1750), click on it to see the death of Annah. Head back down to the main level. Head right, up the stairs. There will be a giant clock here with writing from your previous

incarnation on it. Neat. Continue right to the next War Machine (x 4450 y 2700). Click it to see the death of Fall-from-Grace. Back to the main level again, then go up to the final platform. The War Machine is a little hidden (x 3800 y 550), but it's there. Click it to see the death of Nordom. Note: If you didn't have any of the party members above, the machine will simply teleport you. Having clicked all 4 War Machines (Relics), the key to the portal has been opened. You will also be teleported away. Return to the portal (x 3450 y 380) and go through it. Area: AR1202, Fortress of Regrets 2 Time to deal with Ignus. You'll be in a room with a giant crystal in the center, and just past that, will be Ignus, ready to betray his former master. Go up and whack him, he should be no challenge for you. (32,000 experience) Note: If for whatever reason Ignus didn't make it to the end of the game, you may find yourself facing Vhailor. Over to the right (x 1180 y 930) behind one of the statues is the Sounding Stone. Get it and use it. There is a small stash of charms by the far left statue. Now, the only other thing to do in here is to click the crystal in the center. This teleports you... Area: AR1203, Incarnations You'll awaken surrounded by your significant previous incarnations. The Good Incarnation, the Practical Incarnation and the Paranoid Incarnation. Practical will talk to you first. --------------------------------------------------------------------------NPC: Practical Incarnation Stats: HP 128 AC 0 THAC0 8 Str 25 Dex 14 Con 19 Int 25 Wis 16 Cha 20

Practical wants to merge with you... by him stealing your body. Ask him what he is talking about, then point out that he's been here before and was defeated. Time to ask him some questions. You can ask him about how he gave the Circle to Dak'kon and saved him for his Karach Blade. He is also the one who killed Deionarra and imprisoned Vhailor. Be sure to ask WHY Deionarra had to die. *ALIGNMENT*: Saying that he didn't have to kill her is GOOD. Agreeing with him that it was good for her to die is EVIL. Ask about the Tattoos on your back, and why they had you looking for Pharod. This brings up the Bronze Sphere. Ask him what the Bronze Sphere is supposed to do to learn that it is a Sensory Stone of your FIRST incarnation (96,000 experience). If you have 21 INT or WIS tell him that you want to merge with him, and when he gets to it: Lock gazes with him, try and force him to merge with you. If you don't have 21 INT or WIS you'll have to fight him. When you absorb him like this you get:

96,000 experience +1 INT +1 WIS Note: If you don't have 21 INT or WIS and try to merge with him, he'll take over your body, and the game ends. Remember, if you don't have the stats, choose the option to fight it out instead. --------------------------------------------------------------------------Time to talk to the Paranoid Incarnation. ------------------------------------------------------------------------NPC: Paranoid Incarnation Stats: HP 93 AC 5 THAC0 10 Str 21 Dex 25 Con 20 Int 11 Wis 11 Cha 13

Paranoid accuses you of being a thief; mostly because you are living in what he considers to be his body. You can point out that he was the one whom the Lady mazed for killing all those people, or that he killed Fin, or any number of other things, but he isn't very conversational. There are several ways to deal with Paranoid (besides simply fighting him). If you've choked anyone during the game, you can Lock your hands around his throat and choke him. Then with a STR of 21, Paranoid will realize he can't win, and he'll merge with you: 64,000 experience STR +1 CON +1 Or you can talk to him in the language of Uyo (you must have learned it earlier, or have an INT of at least 16). Then you simply must convince him that you are one in the same, and that he should merge with you. The reward is the same as above. ------------------------------------------------------------------------Finally talk to the Good Incarnation. -------------------------------------------------------------------------NPC: Good Incarnation Stats: HP 33 AC 10 THAC0 19 Str 17 Dex 18 Con 18 Int 21 Wis 21 Cha 11

Ask Good some questions. Namely, ask this: "Before you said that when we die, traces are left in the mind. That's what caused you all to emerge. Right?" With an INT of 17 or more you can ask about the First Incarnation, which is worth 96,000 experience. You will also learn that he is the First Incarnation. He essentially became immortal to avoid going to Hell. Not much else to do, and the Good Incarnation will merge with you fairly easily: 32,000 experience +1 WIS -------------------------------------------------------------------------After that, Deionarra will appear.

Before talking to her, right click the Bronze Sphere and Use it. Clasp it and feel regret, then follow this conversation. For this you get the largest experience bonus in the game: 2,000,000 experience Symbol of Torment Talk to Deionarra. If you want to, you can tell her how she died. Tell her the truth and she should forgive you. *ALIGNMENT*: Telling her how and why she died is a GOOD and mostly LAWFUL act. Ask her to teleport you out and she will. Area: AR1204, Transcendent One Go forward to find all your dead companions and their items. Walk forward some more and the Transcendent One will appear and threaten you with another death. Talk to him. --------------------------------------------------------------------------NPC: Transcendent One Stats depend on the Nameless One's Level: 18 or less: 19 34 67 90 to to to or HP 320 33: 350 66: 500 89: 750 more: 999 AC -3 -4 -5 -7 -10 THAC0 5 4 3 2 1 Str 19 19 19 19 19 Dex 18 18 25 25 25 Con 14 14 14 14 14 Int 25 25 25 25 25 Wis 25 25 25 25 25 Cha 25 25 25 25 25

Ask him what he's done to your companions, and he attempts to explain himself about them. After which, if you have 21 INT or WIS you can tell him that you know that he is your Mortality. Follow this for a LONG while, then ask him some questions. From this point, there are a great many different ways to handle this situation. With an INT of 16 tell him what Ravel told you about the ritual being flawed (or if you don't have the INT tell him that you were not meant to be divided) to learn of the link between the two of you. Following this line, you can also learn that the shadows kill you to make you FORGET, not to kill you. Further, he wanted you to kill Trias because Trias knew how to find him. Once no one knows how to get to the Fortress, he simply kills you until you forget, and kicks you out again. Back to the questions list. Time to choose how to end the game. Pick whichever of the following options appeals to you the most. If you have 24 CHA, then follow this path: Ask why he's done everything in his power to prevent a meeting, then point out that he uses shadows rather than go himself. With an INT or WIS of 18 or more, you can tell him that he is afraid to confront you. Follow this for awhile. Then point out that you are linked, and that as you die, he dies as well. With a 24 CHA you can then convince him to merge up with you. (Ending: BEST)

If you have 24 WIS follow this path: Ask him Ravel's question, what can change the nature of a man. He says that nothing can. If you have 13 WIS, or have killed Vhailor by talking him to death, or created Adahn, you can tell him that Belief can change the nature of a man. Follow this until you get the option to try to unmake HIM. With a 24 WIS, focus your self inwards and follow this until you succeed and he gives up. (Ending: BEST) If you have the Blade of the Immortal: ask why he sent Ignus out to kill you (or Vhailor). He'll say that you can't actually die, which brings up what HE is if he is your mortality and you are immortal. Tell him that he is still your mortality, and that you now have a weapon that can kill yourself. Show him the Blade of the Immortal. Threaten to use the blade on yourself and he'll be forced to merge with you again. (Ending: BEST) If you would rather just fight him, you can trick him into resurrecting one of your companions (or even remembering how to do it yourself). Annah - no bonus Dak'kon - If you completed Dak'kon's teachings, when you raise him he will gain: 2,000,000 experience (Dak'kon ONLY) +1 STR +3 DEX +3 CON Fall-from-Grace - no bonus Morte - no bonus (and he isn't really dead either) Nordom - no bonus Vhailor - tell him about the great injustice that has been done to have him get: 2,000,000 experience (Vhailor ONLY) +3 STR DEX set to 25 CON set to 25 ------------------------------------------------------------------------There are 3 endings to this game, the best one you get when you convince the Transcendent One to merge up with you (any of the options above), a lesser if you simply best him in combat. Finally the 3rd ending comes if you kill yourself with the Immortal Blade. (or even unmake yourself by skill of thought) The Endings: (from Platter) Merge with TTO: 1. Threaten him with the "Blade of the Immortal." 2. Threaten to unmake yourself with your will (min. WIS of 24). 3. Threaten him with your true name (must have used the Bronze Sphere). 4. Convince him things will be ok if you merge (min. CHA of 24). Kill yourself: 1. Use the "Blade of the Immortal." 2. Unmake yourself with your will (min. WIS of 24). Kill TTO: 1. Kill him by normal combat alone.

2. Resurrect one of your companions while talking to him. Pick Morte first as he is not really dead, then you can pick someone else too. 3. Resurrect all your party members by tricking him to go check the Shadows (need to have found the "Sounding Stone" in the room with the crystal). =============================================================================== [PPNDCS] APPENDICES =============================================================================== ------------------------------------------------------------------------------A. [GLSSRY] Glossary of Terms ------------------------------------------------------------------------------Glossary of Torment Terms (partially based on the Glossary of Planespeak at Planet Baldur's Gate, http://www.planetbaldursgate.com/) General Terms Anarchists Barmy Berk Blood Bone Box Bub Cage, the Chant, the -- the Revolutionary League Faction, believes in the tearing down of all order, and all government. -- Crazy -- a foolish idiot, an insulting term, the opposite of cutter -- an expert in his field, the best at what he does -- the mouth, used as "quit rattling your bone box" to mean "shut up" -- liquor -- another name for Sigil, meaning that the place is like a prison -- the news, or most recent developments in the multiverse, so if you want to know what's going on you ask "what's the Chant?" -- the more common name for Xaositects, they are literally bound by chaos, and as such, usually can't even talk normally -- any man or woman who collects dead bodies to be sold to the Dustmen -- a complimentary term for a person, often used by berks to ingratiate themselves upon persons greater than they -- since the Dustmen literally have a Dead Book, it has become another term meaning "to die", and when you die you are "penned in the dead book" -- anyone who is dead, but not undead -- a faction of Sigil, they believe in the True Death, that is, that life is meaningless and we should cleanse ourselves of passion to achieve nothingness, also known as "Dusties"

Chaosmen

Collector Cutter Dead Book

Deader Dustmen

Gate Gate town

-- a portal to another plane/prime world -- a town built on a gate to another plane, usually takes on a lot of the characteristics of the nearby plane, and if it gets too much like that plane, it SLIDES into that plane -- a faction also called the Believes of the Source, they believe that everyone, Powers and People, spring from the same tap (the "Divine Source"), and that anyone can become a God -- can mean any mage or other intelligent person, but from Morte's perspective, it means old skeletons -- a faction of Sigil, sometimes called the "Hardheads", and believe that it's their way, or the highway -- a faction of Sigil, also called the Free League, basically are a loose organization, with its members not having all that much to do with each other -- money, copper commons, etc. Sometimes used as "Jink-jink" -- a common term for a place of residence, or even just a place to sleep for a night, usually has a cheap connotation -- places the Lady of Pain places troublemakers in Sigil, literally creating Mazes out of unused portions of the city to trap ne'er-do-wells.

Godsmen

Graybeard Harmonium Indeps

Jink Kip Mazes

Mercykillers -- a faction of Sigil, believe that there is only Justice, nothing else, and that Mercy is for the weak NPC Petitioner -- non-player character, or anyone who ISN'T the Nameless One. -- a mortal who has died and been "reformed" on another plane somewhere, but without their memory. This would be similar to dying and going to hell, except now you have no memory of it. A petitioner's ultimate goal is to become "one with their new plane" -- a very insulting term telling a berk to "get lost" -- anyone who knows their way around the Planes -- a gate from somewhere to anywhere -- a World, like Earth, that is connected to the Planes, and is located in the Prime Material Plane

Pike Off Planewalker Portal Prime

Rule of Three -- Idea that everything in the multiverse happens in threes Sensates -- faction in Sigil, also called the Society of Sensation. They believe that the Multiverse must be experienced

------------------------------------------------------------------------------B. [DKKNSK] Dak'kon's Karach Blade's Many Forms -------------------------------------------------------------------------------

UPGRADING DAK'KON'S KARACH BLADE (from Steve Bush, corrections from Qwinn) ******************************** Dak'kon's swords will upgrade based on 2 factors, his level and how you treat him, his morale. The chart of possibilities is below. 1st stage (Dak'kon must have a minimum fighter level of 4): =========================================================== Morale: Less than 6 - Kinstealer (1) 6-14 - Chained Blade (1) 15 or above - Streaming Blade (1) Weapon stats: Low morale (Kinstealer): 3-10 damage, no AC bonus, one 1st level spell Mid morale (Chained): 2-9 damage, +1 AC bonus, one 1st level spell High morale (Streaming): 2-9 damage, +1 AC bonus, two 1st level spells 2nd stage (Dak'kon must have a minimum fighter level of 7): =========================================================== Morale: Less than 6 - Kinstealer (2) 6-14 - Chained Blade (2) 15 or above - Streaming Blade (2) Weapon stats: Low morale (Kinstealer): 4-16 damage, +1 AC bonus, one 1st level spell Mid morale (Chained): 3-12 damage, +4 AC bonus, two 1st level spells, one 2nd level spell High morale (Streaming): 3-12 damage, +2 AC bonus, double 1st level spell, one 2nd level spell 3rd stage (Dak'kon must have a minimum fighter level of 10): ============================================================ Morale: Less than 6 - Kinstealer (3) 6-14 - Chained Blade (3) 15 or above - Streaming Blade (3) Weapon stats: Low morale (Kinstealer): 6-24 damage, +2 AC bonus, double 1st level spells Mid morale (Chained): 5-20 damage, +6 AC bonus, double 1st and 2nd level spells High morale (Streaming): 5-20 damage, +3 AC bonus, double 1st and 2nd spells, one 3rd level spell Qwinn sent this note: It's almost impossible to achieve these upgrades in the unmodded game. The game resets the NPC's morale every 8 game hours, so unless you did the Circle of Zerthimon within 8 game hours of Dak'kon reaching one of the fighter levels that triggers an upgrade (highly unlikely), it's not going to happen for you. And if you did it before the level 10 upgrade, it'll reset the next time you hit an upgrade. My Fixpack fixes this problem as of version 3.0, and your NPC's morale will remain stable throughout the game. Note that I also adjust the stats on the blades slightly so that they are more in line

with the description of the blades (it shouldn't be a BAD thing to get Dak'kon's morale to 20, but in the unmodded game it really is). ------------------------------------------------------------------------------C. [CHRCTR] Character Sounds ------------------------------------------------------------------------------All sounds here are listed based on the filename of that sound. For example, 'ana005' is the filename of the sound 'Ach, I've never seen somethin' so ugly, I've not'. Next, I provide a very brief description of what this sound is, and in this case it would be 'Random, Pre-joining'. And then, of course, I list the sound itself. (Some sounds I have no idea about, so I just put a ?? by them) Also there are some sounds that are spoken in a "conversation chain", that is one character will say something to another character, who will reply, and so on. In these cases, I note the next sound in the chain. _____ Annah ANA005 - Random, Pre-Joining - "Ach, I've never seen somethin' so ugly, I've not." ANA006 - Random, Pre-Joining - "Ah, Looks like the Dusties lost one o' their Deaders." ANA007 - Random, Pre-Joining - "Ah, no Deaders today except walking ones, looks like." ANA008 - Random, Pre-Joining - "Aye... slow Sigil day it is." ANA009 - Random, Pre-Joining - "Um... old stutter crutch will be tallying his copper about now." ANA010 - Random, Pre-Joining - "I can't find any Deaders... maybe I could gut a Dustie." ANA012 - Leaving - "Ach, I want no more o' this, I don't." ANA017 - Leaving - "I'm for leaving, while I'm still in one piece." ANA022 - Re-joining (?) - "Awright then, where to next?" ANA040A - Unhappy (?) - "I don't know why I keep company with the likes o' you." ANA043A - Very Unhappy (?) - "Right, ye're goin' too far." ANA074B - Tired - "Right, we need to say our Kip now." ANA098A - Bored - "If ye need me, I'll be over here... bored." ANA107A - Bored (?) - "Oh, adventure... glory... aye, this is the life." ANA127C - Badly Wounded - "Oof, is this what I get for gettin' into a scrape?" ANA128C - Hit - "Dammit, nicked me good!" ANA138F - Hit - "Unh." ANA141B - Hit - "Ow!" ANA144C - In the Hive - "Oh, I grew up here. Not a pleasant childhood mind you." ANA155C - ?? - "Ever get the feeling ye're bein' watched? Ye are." ANA166E - In the Clerk's Ward - "Old Ward, also known as, Wanker City." ANA171B - In the Lower Ward - "My lungs feel like a chimney!" ANA178A - ?? - "Ooh... from bad to worse we go!" ANA179A - In Fell's - "We shouldn't be here... the Lady'll put us in the dead book for sure!" ANA189E - ?? - "The sooner we're gone from here, the better."

ANA193A ANA199D ANA200A ANA201A ANA202D ANA204D ANA205A ANA206I ANA207F ANA208E ANA209E ANA210D ANA210E ANA211D ANA211E ANA218D ANA221D ANA224C ANA225B ANA228D ANA229B ANA234A ANA235D ANA238D ANA238F ANA242B ANA245A ANA247A ANA247E ANA251C ANA287C ANA292A ANA304A ANA305B ANA305E ANA305F ANA308B ANA309A ANA310A ANA310D ANA311B

In Rubikon In Fortress/Regret Fortress of Regrets Fortress of Regrets Fortress of Regrets ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Final Battle Selected Selected Selected Selected Selected Selected Repeated Selected Repeated Selected Given orders Given orders (?) ?? Given orders Given orders Repeated Selected Repeated Selected Repeated Selected Repeated Selected To Morte To Morte To Fall-From-Grace To Fall-From-Grace To Fall-From-Grace To Fall-From-Grace To Fall-From-Grace

ANA313A - To Fall-From-Grace? ANA314B - To Fall-From-Grace? ANA315A - To ? ANA316A - To Morte ANA317A - To Morte ANA318B - To Nameless One ANA319C - To Nameless One ANA320B - To Nameless One ANA321B - To Nameless One -

"Ooh, this place stinks o' oil! Ufh!" "Oh... so cold here." "Feel dead already." "I donnae think we'll be leavin' this place." "Better stay close, I don't want to be alone here." "I won't let ya down." "I'm gonna stand by ye." "Oh... see... I ... love you." "...hafta stay, ya see ... I love ya." "I don't care what ya say to this, I don't, I don't want ye to say anythin'... but I can't let ya die here." "Oh please don't let me die here." "It's alright... I trust ye." "Do what ye hafta... I trust ye." "I forgive ye..." "It's alright... I forgive ye..." "Don't you trust anyone here, ya got me?" "Right. Get the work done, get out o' here." "Aye?" "Hmm?" "Ready." "Oh, what now?" "I'm here." "Aye. What?" "Well? What is it?" "What ye be wanting now?" "Why not?" "I'll sort it out." "Aye (?)" "Right." "Might as well." "Would you stop it?" "Oh, I'm not that sort o' girl." "Cut it out, I'm not deaf!" "Get yer eyes off me arse." "Stop staring at my tail, ya skull." "Ye like my wee tail? I'll wag it at ya." "Are you ready to leave yet, Fiend?" "Ye want to leave? Go ahead!" "Ye might want to strike out on yer own." "Oh no, ladies first." "So just how many souls have ye taken into the Abyss?" "Oh, sizing up our necks for a feast are ye?" "Never trust a tanar'ri, that's what I always say." "And what do YOU want from our leader?" "Back off, Skull!" "If you keep bobbing about, Skull, I'm gonna mount you on the end of a Pike!" "We need to get rid of Ignus, he's a burning crackle house!" "Don't like the armor, he's nuts." "Are you listenin' to me? We need to lose this Mercykiller before he pens us all in the deadbook." "What do we need the Succubus for? She'll turn on us, she will!"

ANA326C - On Nameless Death - "No matter, he'll be up in a bit." ANA327A - On Morte's Death - "Ah, Morte, ye may not be so daft." ANA328A - On Dak'kon's Death - "Poor gith, he seemed like a right enough sort." ANA329C - On Grace's Death ?? - "Ah, thank the powers." ANA330A - On Vhailor's Death - "Damned Mercykiller." ANA331A - On Ignus' Death - "'bout time somebody blew him out!" ANA332B - On Grace's Death - "She should have been more careful." ANA333B - To Morte - "Try it and ye'll be spittin' teeth for a week." ANA334A - To Morte - "Try it, and I'll grind ye to powder, ye floating bone box." ANA335A - Repeated Selected?? - "Aye, what?" ANA338A - Level Up - "Ye know I've learned some new tricks." ANA366D - Try to take weapon - "Touch my blades again, and I'll put them in your skull." ANA367A - Try to take armor - "Watch the leather." ANA367B - Try to take armor - "Hey! Watch the leather." ANA369B - Try to take armor - "Get yer mitts off, ye dirty wee rat!" ANA369C - Try to take armor - "Mitts off, ye lecherous filth." ANA370E - ?? - "Don't want that." ANA372D - Cursed Item - "Oh, aye, equip that cursed item on me." ANA375A - In Fell's - "Are ye daft? We'll draw the Lady's gaze if we stay here, we will." ANA377A - ?? - "Pike off!" ANA390A - Shadows - "Shadows!" ANA390C - Shadows - "Shadows!" ANA421C - Shadows (?) - "Like a shadow, I am." ANA445A - Hit (?) - "Haa." ANA448A - Critical Miss - "Dammit!" ANA452D - ?? - "Eh, I have something to say." ANA454A - Rejoin - "So, uh, need my help yet?" ANA456D - Removed - "I won't wait here forever." ANA457B - Removed - "A'right, I'll leave then." ANA457C - Removed - "Right, I'm off." ANA458A - Removed - "I'll be right here... waiting fer you." ANA458B - Removed - "A'right, I'll be here if you need me." ANA462C - Try to take ?? - "I'm not giving that up." ANA463D - Try to take ?? - "There's no way in hell that's getting taken away from me." ANA464A - Try to take ?? - "Keep yer mitts off that. Hey!" ANA464B - Try to take ?? - "Keep yer mitts of it." ANA465B - Try to take ?? - "Oh no, I cannae part with that." ANA466H - Can't use ?? - "Cannae use that." ANA469A - Identified ?? - "Identified." ANA474C - Inventory Full - "I couldnae carry it, so I had to drop it." ANA481C - Found Trap - "Hey... I spotted a trap." ANA481D - Found Trap - "I spotted a trap." ANA485D - Found Locked - "Thing's locked." ANA487G - Picked a Pocket - "Got it." ANA490A - Picked Empty Pocket - "Sod's got nothing on 'im." ANA506D - ?? - "Creepy rising from the dead you are." ANA507B - ?? - "Didnae really think you were deadless, cursed you are" ??? ANA508D - Nameless Alive - "Just seein' ya crawl back to life like that, gives me the shivers." ANA509B - ?? - "Are you alright?" ANA509F - ?? - "You're alright now, aren't ye?" ANA510E - Nameless Alive - "Oh... thought we'd lost ye." ANA510F - Nameless Alive - "Oh... I thought we'd lost ye."

ANA511G - Nameless Alive ANA512C - Nameless Alive ANA518A ANA520F ANA522A ANA522D ANA523B ANA524B ANA525F ANA526C ANA530C ANA533C ANA542C ANA545B ANA550B ANA551A ANA552A ANA554E ANA555A ANA559E ANA560B ANA565A Failed Battle Cry ? Backstab Backstab ?? ?? Disarmed Trap ?? Encumbered Encumbered (more) Left Shadows Bash Failed to Bash Failed to Backstab ?? ?? Failed to Steal Failed to Steal Ineffective Weapon To Nordom

ANA565BC - To Nordom ? ANA566C - To Nordom ANA567E - To ?? ANA568C - To ?? ANA569A - To Morte ? ANA570C - To Morte ? ANA571B - To ?? ANA572C - To ?? ANA573A - To ?? ANA574A - To Morte ANA575BD - To Morte ANA575F - To Morte ANA576B - To Morte ANA576BA - To Morte ? ANA577A - To Morte ? ANA578A - To Morte ? ANA578AA - To Morte ANA579A ANA579B ANA583A ANA583D ANA583G ANA583I ANA583K ANA583M ANA583O Repeated Selected ? Repeated Selected ? ?? ?? ?? ?? ?? ?? ??

- "Phew... thought I'd lost ye that time." - "Hmmm, thought I'd lost yet that time. Not that I care, mind you." - "Failed." - "Time to kick some back." - "Backstab." - "Backstab." - "Left yerself exposed, ya eejit." - "Left yerself wide open." - "Disarmed it." - "Oof, dolt thing." ??? - "Cannae run with this stuff." - "Carrying too much to move." - "Left the Shadows." - "Bashed it inna half, don't know my own strength." - "Can't force it!" - "I can't backstab with this clumsy thing." - "Already ??????? that one is." - "Ach, messed up." - "Not this time." - "My pack's too full to pick his pocket." - "My dagger's not workin' on this thing." - "No, it's for scratchin' my back, ye soddin' box!" - "Uhh." - "What kinda stupid question's that, ya pikin' sod box?" - "What?!?" - "Leave 'im alone already, ya don't know 'im." - "If you shut your trap, then I'll stop waving my tail." - "Oh yeah, you trying to sit in my lap would make a grand tale.... a short one." - "Oh, aye, it could... hurt ya, that is." - "Oh, aye, up your bone box to rip out your brains." - "No, only to you." - "Keep up yer chatter skull, and I'll be seein' what you have in yer veins." - "Find a way, skull." - "Stand away from me, Morte." - "What are you looking at, skull?" - "That tongue o' yers is gonna get yer nose broken." - "That tongue o' yers is gonna get yer nose broken." - "Oh, if I were you, I'd be prepared to pick up yer teeth." - "Hey Morte! Ya want the good news? Yer goin' bald." - "Aye? What is it ya want?" - "Aye? What is it ya wanted?" - "What can change the nature of a man?" - "What can change the nature of a man?" - "What can change the nature of a man??" - "What can change the nature of a man?" - "What can change the nature of a man?" - "What can change the nature of a man?" - "What can change the nature of a man?"

ANA584B - About Nameless One - "He matters more to me, than my life." ANA585D - About Nameless One - "He matters more to me, than my life." ANA586A - ?? - "Ach, I hope a hound litters in your bedrobe." ANA588A - To ?? - "Why don't ye go rot with an Aoskan (?) hound." ANA591A - Torment - "Torment." ANA591B - Torment - "Torment." ANA591C - Torment - "Torment." ANA592A - Torment - "Torment." ANA592B - Torment - "Torment." ANA593A - To Morte ? - "How'd ya even get a chance to take a breath, when yer talkin' so much?" ANA594A - To ?? - "Donnae be fooled by that Succubus. She's interested in you, cause of the shape of yer neck. It's just right for her to sink her teeth into. ANA595A - To Morte - "If ye need to go somewhere, skull, don't let us keep ye." ANA595BA - To Morte ? - "I've several names for you. None of them fit for polite company." ANA597D - To Morte - "Huh. I wonder how much copper ye'd be worth to the Dusties, Skull." ANA599A - To Morte - "Death's too good for you, Skull." ANA600A - To Morte - "Those eyes rest on me one more time, Skull, and they'll be resting on the ground." ANA600BB - To ?? - "Oh now (?) you're one to talk." ANA601A - To Morte - "Skull, if you don't keep yer eyes to yerself, I'm takin' 'em." ANA601BB - To ?? - "Yer a right wee skunner (?)" ANA602A - To ?? - "I donnae trust that succubus, she's a fiend so she is. Ah, they're all alike, waiting for ya to drop yer guard before sinking her teeth into yer neck. Don't ye be takin' yer eye off dat slat. She'll turn on ya as faster than ya can blink. All fiends are like that, so they are." ANA602BA - ?? - "Oh, aye, but the good part. She looks like she's got a bad part, she does." ANA603A - When Grace joins - "Oh Mistress High and Mighty'll be joining us? What'll we be needin' her for?" ANA603BA - About Grace - "I wish she would Fall from great height. I might even bump her off mahself." ANA604A - To Grace - "So... how long will you be travelling with us Succubus?" ANA604BA - To Grace - "Well, yer not permitted. I don't trust ye." ANA605A - To Grace - "So, uh, when are ya headin' back to yer knockin' shop, Succubus?" ANA605BA - To Grace - "Well...? It's where ye belong, so maybe ye should!" ANA606A - To Grace - "You'd better watch yerself Succubus. You step outta line, start huntin' for souls, you'll catch me blades." ANA606BA - To Grace - "Well, I would take you at your word, but since you Succubi are all perfumed, lying harlots... I won't." ANA606CA - To Grace - "You just keep away from me. Fact, maybe you should keep away from all of us." ANA607C - To Morte - "Ya know, Skull, yer gonna be doin' yer grinnin' on the tip of a pike, one of these

ANA608A - To Grace ANA608BB - To Grace ANA609A - Leaving /Grace ANA609BA - To Grace

ANA610A - To Morte ANA611A - To Morte ANA613C - To ?? ANA614B - To ?? ANA616B - To Morte ? ANA617A - To Morte ? ANA618A - To Morte ANA619 - To Morte ANA620B - To Morte ANA621B - To Morte

ANA622B - To Morte ANA622CA - To Morte ANA624A - To Morte ANA625A - To Grace ANA626A - To Grace

days. Aye, and that will be the least o' yer worries when I'm through with ya!" "How much longer are ye gonna be draggin' yerself with us, Succubus?" "Jealous? I'm not jealous! I don't even know how to spell 'jealous.' I don't trust ye... none of us do." "I've had enough o' you and her. Go on, travel with her then, if ye like her company, I'll have nothin' more to do with ye." "Oh don't you, 'Annah look' me, ya black hearted harlot! I'll carve ye so I will! Always puttin' on yer airs with yer fine clothes and yer nose up in the air. Had enough o' ye! Ye can burn fer all I care!" "And if ye weren't yerself all the time, ye might be a fine skull too!" "Play the wise fellow with me again, skull, and I'll shove yer head up yer arse!" "Oh listen to ye, not hard to see why ya up an' left." "Accent? What are ye on about?" "If I were you, I'd learn to latch my Bone Box." "I'd stop now, if I were you." "Many a man's tongue's broke his nose, skull." "Oh sweet sufferin'! Powers, skull! Don't you ever get tired of hearin' yerself jabber?" "It lets my skin breath, ya eejit." "I'll never tell him how I feel, nor shall you prattle on to him about it. There's a mark o' doom on 'im, and I'll not sway him from his path. D'you hear me skull?" "Watch yer bone box, skull, don't be takin' a name in vain like that!" "Are you tryin' to get us all carved to pieces? Don't you be temptin' fate with that, skull!" "Ah, serves ya right, skull, ya sure irritate the rest of us enough." "I've got nothing to say to you, Succubus." "Mind yer own business, Succubus, I've nothin' to say to ya."

The rest of the "sounds" were unfinished, and therefore removed. I doubt they'll return. ------------------------------------------------------------------------------D. [NLNRSC] Online Resources ------------------------------------------------------------------------------General Sites: http://www.gamefaqs.com/ http://www.interplay.com/ -- where this FAQ can be found -- the official site, what's left of it

Torment Fan Sites: http://www.spellholdstudios.net/ -- home of Qwinn's fixpack, tweak pack and the Unfinished Business mod http://www.sorcerers.net/ -- Sorcerer's Net

http://www.planetbaldursgate.com/ -- the former BGChronicles site, now called PlanetBaldursGate http://www.teambg.eu/ -- TeamBG, a great Editor site

------------------------------------------------------------------------------E. [STRNGT] Strange Things ------------------------------------------------------------------------------How precisely can Morte hold anything? His inventory is as large as anyone's, but that just leaves the question of where he's putting these things... Here's one odd thing to consider about the Alignment System. In the Gathering Dust Bar, if you agree to kill Awaiting-Death, take his money, and run (thereby not killing him), your alignment is adjusted worse than if you had just killed him! When you talk the looters out of stealing from the warehouse, they all leave... and enter the warehouse anyway! Spelling Mistake: Click on a statue in the Fortress of Regrets to learn: "This loos like a statue of you... its arms are crossed, and it glares straight ahead." In the end credits, they misspell Deionarra as "Deinarra" =============================================================================== [FNLWRD] Final Words... =============================================================================== ASCII Art created using the Figlet Server (and then heavily modified by me) http://www.surfplaza.com/figlet/ This FAQ was written entirely using the GWD Text Editor: (shareware) http://www.gwdsoft.com/ _________________________ Special Thanks: (Credits) Winston Jen for the Evil alignments Stirge for One Ear and Nestor's Fork alternatively Nils for lots of stuff (corrections and new info) Christo for some missing experience Steve Bush for a whole lot of stuff Paul M. Victorey for the updated Player's Maze Jimbo31415 for information regarding Sarossa's WIS +1 Tuxedo Mask for his CHA money trick Jopezu for mentioning the Negative Token has charges

4Fold for a missing Annah EXP in the Alley of Lingering Sighs and the Skulls Andrey Yemelin for notes on Dak'kon's regeneration Aaron Denney for a note on the Fighter/Mage trick Hannes RasterOps g money ness Steven Matejcek Tanatie Lord Xeen Aleksandar Savatic Vlad Goh Jun Hian arthandas9 Qwinn for telling me how to get INT & WIS from Ravel, and many other things CJayC for posting this FAQ Anyone who emails me with nice things to say, you are appreciated! Black Isle for making such a great little game! _________________________ Shameless Self Promotion: I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for: NES: Disney Adventures in the Magic Kingdom Final Fantasy -- Magic FAQ The Legend of Zelda SNES: Aerobiz Aerobiz Supersonic Utopia: Creation of a Nation Genesis: StarFlight PSX: Thousand Arms -- Walkthrough -- Forging/Dating FAQ PS2: Madden NFL 2001 XBOX: Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough -- Influence Guide PC: AD&D Rules FAQ, 2nd and 3rd Editions Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough NPC List Creature List Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough -- Items List -- Class FAQ -- Creature List Civilization III (incomplete) Colonization -- the Single Colony Strategy Guide -- the Cheat Guide Drakan: Order of the Flame Dungeon Hack Icewind Dale & Heart of Winter -- FAQ/Walkthrough Items List Kresselack's Tomb Map (JPG) Burial Isle Map (JPG) Shattered Hand Map (JPG) Icewind Dale II -- Items List Master of Magic (revision) Messiah Pharaoh (currently being edited by Red Phoenix) Planescape: Torment -- FAQ/Walkthrough Items Listing

Rollercoaster Tycoon Sid Meier's Alpha Centauri The Sims Ultima 4: Quest of the Avatar Ultima 7: The Black Gate Ultima 7 Part 2: Serpent Isle Ultima Underworld -- Keyboard Commands Ultima Underworld II -- Keyboard Commands -- Spell List All of my FAQs can be found at: http://www.gamefaqs.com/features/recognition/2203.html ________________ Version History: Preliminary Version 0.1 (6-15-00, 90k) Preliminary Version 0.2 (6-22-00, 131k) Added the new Appendix, E. Glossary of Terms Added some new General Strategies Added new Frequently Asked Questions Created the new Appendix, F. Character Sounds (similar to the NPC Sounds section in my Baldur's Gate FAQ), which currently only has the Annah sounds filled in Found what I think is a really cool STINGER, check it out at the very bottom of the FAQ Some other small changes (but nothing added to the walkthrough...yet) Version 0.3 November 1, 2000 217k After a VERY long absence, the Torment FAQ is back on the air! (or something like that) Filled in the walkthrough up to the Weeping Stones Catacombs. Version 0.4 April 6, 2001 255k Filled in the walkthrough section on the Warrens of Thought, Dead Nations, Drowned Nations and through to Pharod's Answers. Version 0.5 April 9, 2001 292k Filled in the walkthrough sections on Leaving the Hive and the Lower Ward. Removed several sections from the Appendix as they probably won't ever be finished. Version 0.6 April 13, 2001 323k Filled in the about half of the Clerk's Ward. Also added the Siege Tower to the Lower Ward section. Filled in Ignus's NPC information. Completed the Wisdom > Bonus EXP chart (in the Creating a New Nameless One section). Version 0.7 May 6, 2001 352k Got the walkthrough up to the Godsmen Foundry. 4Fold sent in some information regarding some missing EXP. Version 0.8 May 24, 2001 381k Filled in the walkthrough up to and including Ravel. Added a money trick from Tuxedo Mask.

Version 0.9 May 26, 2001 399k Updated the walkthrough up to and including the Curst Prison. Version 1.0 May 30, 2001 431k Finished the walkthrough! Also, finally went through this thing with a spellchecker. Added a small note from Winston Jen concerning Tainted Barse and Curst. Version 1.1 June 4, 2001 431k Added a trick from Kyriell the Minstrel for unlimited Stats (using the Ancient Scroll). Version 1.2 June 8, 2001 432k Updated the Player's Maze, with help from Paul M. Victorey. Version 1.3 June 10, 2001 443k Steve Bush sent in a goodly amount of information, which has been digested into various places around the guide. Version 1.4 June 15, 2001 443k Christo has a few more EXP's that I missed (Angyar & Alais). Version 1.5 June 18, 2001 446k Added more information from Christo. Also added stuff from Nils. Version 1.6 July 15, 2001 448k Winston Jen sent in the missing alignments, and the Stirge had an alternate way to deal with One Ear and Nestor's Fork. Version 1.7 February 3, 2003 450k Some small additions (Dak'kon and regeneration and the Fighter/Mage trick for the Nameless One). Version 1.8 February 10, 2003 451k Added some new information from Platter. Version 1.81 January 19, 2005 450k Changed my email address. Version 1.9 April 16, 2009 458k Added the CTRL-F codes for easier navigation. Added a Trias bug from Hannes. Added a Tweaking PS:T section. Added symbol's tip for using the Monster Jug as payment to the pillar of skulls. Lots of other additions as well. Version 1.91 April 21, 2009 459k

Lots of corrections from Qwinn. Cleaned up the Online Resources section. Version 2.0 April 23, 2009 476k Many more additions from Qwinn. He has also sent in various notes on his Fixpack which I have integrated into the guide as well. Version 2.01 April 24. 2009 477k Some minor fixes.

__________________________ Misc Facts about this FAQ: This FAQ was started on June 11, 2000 and released on June 15, 2000 However, it wasn't finished until May 30, 2001 ________ Stinger: Morte: "Psst. Hey Nordom. Calculate the easiest way for me to 'snuggle with Annah's pillows,' okay?" Nordom: "Annah! Morte wants to 'snuggle with your pillows.'" Morte: "Shut up! Shut up!!" Annah: "Oh, I'll give yeh somethin' to snuggle up to! Eejit!" _______________________________________________________________________________ This Document is Copyright 2000-2009 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.

Planescape: Torment: FAQ/Walkthrough by DSimpson Version: 2.01 | Last Updated: 2009-04-25 | View/Download Original File Hosted by Return to Planescape: Torment (PC) FAQs & Guides

Das könnte Ihnen auch gefallen