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ISBN: 1-58422-073-2
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
INTRODUCTION.....................................................06
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
CHAPTER 3 CONTINUED
STOP TIME!
.................................................25
GREEDY WITH EXPERIENCE
...........................25
ENEMIES.........................................................26
CHAPTER 4:
PLANESCAPE: TORMENT WALK-THROUGH................28
THE MORTUARY
...........................................28
THE HIVE........................................................32
RAGPICKER'S SQUARE.......................................41
TRASH WARRENS
......................................44
BURIED VILLAGE
..........................................45
THE WEEPING STONES
..............................46
DEAD NATIONS
.........................................48
WARRENS OF THOUGHT
............................50
DROWNED NATIONS
......................................51
TENEMENT OF THUGS
..................................52
ALLEY OF LINGERING SIGHS
..........................53
LOWER WARD
...........................................55
OPEN-AIR MARKET
....................................58
SIEGE TOWER
...........................................58
CLERK'S WARD
.............................................59
CIVIC FESTHALL
.......................................63
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
CHAPTER 4 CONTINUED
UNDERSIGIL
.............................................66
THE GREAT FOUNDRY
................................67
LADY OF PAIN AND RUBIKON MAZE
................71
RAVEL'S MAZE
..............................................71
CURST
.........................................................72
CURST UNDERGROUND
.................................75
PRISON
........................................................76
OUTLANDS
...................................................77
BAATOR
.......................................................78
THE PILLAR OF SKULLS
................................79
CURST GONE
............................................79
CARCERI..........................................................80
ADMINISTRATION BUILDING
......................81
BACK AT THE HIVE
.......................................82
MORTUARY SECOND FLOOR
...........................83
FORTRESS ENTRANCE
...................................83
FORTRESS INTERIOR........................................84
TRIAL OF IMPULSE
.......................................84
MAZE OF REFLECTIONS....................................85
FORTRESS ROOF
...........................................86
FEATURES .........................................................88
05
W
hat can change the nature of a man? In GameSpot's role-playing game of 1999
Planescape: Torment, you portray The Nameless One, an imposing, grey, and highly
complex tragic figure who you guides through the city of Sigil in search of answers to the
most mysterious question of all: "Who am I?" During the course of the role-playing adventure, you'll
encounter friends, enemies, and friends who soon become enemies. To assist you in your travels,
we've crafted this extensive game guide filled with everything you need to survive the dangerous
worlds of Planescape.
❒❒❒ PLANESCAPE ALLIES: During your adventure through Planescape, you'll meet dozens of
nonplayer characters (NPCs), some of whom will join your journey. Head into this section for a run-
down of The Nameless One's allies, where to find them, and how to put them to optimum use.
❒❒❒ COMBAT AND ENEMIES: Fighting plays an important part in the Planescape adventure.
Look here for some combat basics and strategies concerning some of the enemies you'll face.
❒❒❒ PLANESCAPE: Torment Walk-through: Dive into this section for a complete walk-through of
Planescape: Torment. Inside, you'll find many optional quests to boost your experience and attrib-
utes as well as detailed solutions for the main storyline puzzles and encounters.
06
C
haracter creation is your first step in the long Planescape: Torment journey. In this section,
you'll find important information on character attributes and classes. Look over both the char-
acter attribute and character class section in relation to one another; both elements are
highly dependent on the other to get the most out of your Planescape: Torment experience.
CHARACTER ATTRIBUTES
When you first generate your character (who will always be The Nameless One), you're given the
opportunity to allocate points to certain statistics. Though you'll have chances to make adjustments
throughout the game (each level gained provides bonus characteristic points to add, and tattoos and
other magical items can artificially inflate scores), you should choose wisely and consider which path
you wish to take through the game - either as a fighter, mage, or thief. Be sure to read the following
section on the character classes for the most rounded look at which attributes you should concen-
trate on when creating The Nameless One for the first time.
STRENGTH
If you plan to stay on the path of a fighter, you must begin with and continue to boost the strength
statistic, which determines how much damage you can dish out in melee combat. Strength also
assists in other elements like how much weight you can carry and some specific gameplay decisions
(such as choosing to fight over talking your way through a situation). If you plan to become a mage
who relies entirely on spell-casting, you won't find strength as useful (though you should try to ele-
vate it around the 13 level). A thief, however, could benefit from high strength, as that class will still
have to resort to melee combat on many occasions. Another reason to get strength is that high
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
strength allows you to bash open locked doors and pry open locked chests. The bottom line,
though, is that if you plan to bash your way through the game, which is easier for most of the
game, you need a high strength score - and you must continue to boost it throughout the game.
INTELLIGENCE
You don't really want a dumb character, do you? Intelligence is a pretty good all-around statistic that
shouldn't be ignored, even by prospective fighters. Intelligence assists mages most, however; the
statistic determines which spells the mage can learn (too low, and you can't memorize higher-level
spells) and how many can be placed in the spell book.
NOTE: Unlike in Baldur's Gate (where you have a percentage chance to fail to
learn a spell even if you have more than adequate intelligence), you only need the
bare minimum intelligence to learn a spell in Torment. You will never fail to pen it into
your spell book if you have high intelligence.
Intelligence really comes into play for mages because you want to have enough space to include as
many spells as possible into your spell book, and that number is governed directly by your intelli-
gence. Additionally, intelligence provides more conversation choices during the game that can often
lead to easier solutions to problems (talking your way through instead of fighting) and bonus experi-
ence points. Even if you plan to become a fighter, it's wise to get your natural intelligence up to the
15 range, so you benefit from some of the dialogue bonuses. Mages, however, should start high and
continue to apply character points to the statistic after gaining levels.
WISDOM
Wisdom includes many of the same bonuses as intelligence, including boosting the amount of dia-
logue options you'll have during conversation sequences. Also, many of the solutions to problems in
the game can be solved by someone with a high wisdom (or intelligence) rating. Wisdom's most
apparent benefit, though, is its bonus to experience points. When you kill a monster or solve a
quest, the experience points are divided equally between all party members; however, a high wis-
dom score adjusts that somewhat. The higher The Nameless One's wisdom score, the more bonus
experience comes his way after quest completion (and combat). Bonus experience gives you the
ability to level up more quickly, which can in turn boost all your statistics and improve skills in fight-
ing, magic use, and thievery.
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
DEXTERITY
Though most associate the dexterity statistic with thieves, it also carries importance to fighters -
high dexterity essentially makes you more difficult to hit in melee combat, which is certainly a good
thing. Thieves will want to boost their dexterity statistic to make them more skilled at stealth, pick-
pocketing, and other thief skills. Fighters will want to improve the statistic to decrease their armor-
class and improve their dodging in melee battles. You'll also find several puzzle solutions in the
game dependent on the dexterity statistic, such as when you're trying to steal an item, snatching
something away from someone, or grabbing someone before they flee. Dexterity also gives you
more options during dialogue with NPCs, just as intelligence and wisdom do. For instance, high dex-
terity allows you to notice and then stop people from pickpocketing you or allows you to snap a poor
sod's throat before he can call for help.
CONSTITUTION
The amount of hit points you gain per level depends on your constitution statistic. Additionally, The
Nameless One, because he can regenerate automatically over time, also gains bonuses from the
constitution score, as he'll regenerate more quickly as the statistic rises. If you pump the constitution
statistic high enough, you'll actually regenerate multiple hit points at a single time. With the abun-
dance of healing items and the ability to rest wounds coupled with The Nameless One's ability to
regenerate, you might not opt for an extremely high constitution score. It's wise to add some to your
base amount, but leave any characteristic points gained from leveling up for other statistics.
CHARISMA
Are you the life of the party or a boring guy with nothing to talk about? If you possess a high charis-
ma statistic, you're charming (even with that zombie Nameless One look) and can persuade others
to think like you do. High charisma, like intelligence, opens up dialogue options and also presents
alternative solutions to some problems. For instance, you may persuade characters into agreeing
with you (or letting you inside a room) just by speaking with them. High charisma also moderately
affects the prices of some goods you can pick up in the various marketplaces throughout the game.
CHARACTER CLASSES
Selecting a character class depends greatly on the style of play you wish to get out of Planescape:
Torment. If you're into hand-to-hand combat - and lots of it - you should opt for the fighter class. If
you want to see the many dazzling spell effects, which just get greater as the game goes on, you
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
should be a mage. If you want to harass others through pick-pocketing and sneak your way
through a few areas, you should look into the thief class. Each is described in the following sec-
tions; examine each in respect to the character attributes described previously for the most
rounded look.
FIGHTER
Those who wish to have an easier time with the early part of the game or just enjoy the thrill of
hand-to-hand combat should opt for the fighter class. Carrying a bruising weapon with the ability to
dish out copious amounts of damage makes the early part of the game much easier, as a mage
wouldn't have the devastating array of spells to obliterate Planescape: Torment's first few combat-
oriented segments. Players who choose to be extremely proficient in the ways of a fighter, though,
likely won't have much trouble with the game's middle to end sequences either.
The strength statistic is a fighter's best friend. If you plan on becoming a fighter, jack it up to 18 from
the start for easier early-game combat. Intelligence shouldn't be overlooked for its increase to dia-
logue options and puzzle solutions, but there's not much need for a fighter to possess an intelli-
gence statistic greater than 15 or 16. Wisdom provides an experience points bonus, but you'll need
high wisdom to get the most out of it. If you plan to be a fighter, pump more into wisdom than intelli-
gence; both generally offer similar bonuses to puzzle solutions and dialogue, but wisdom will assist
in more experience, which means gaining levels quicker. Dexterity is probably the second-most
important statistic for an able fighter, especially since armor is so hard to come by in the early to mid
parts of the game; increase its score to make you more difficult to hit in combat situations. Elevated
constitution boosts hit points dramatically upon gaining levels, so you should possess a moderate
constitution statistic - perhaps 15 or 16 - but not necessarily one through the roof. You gain constitu-
tion bonuses for each level of your character, so a +2 bonus from a 16 constitution means you get 2
bonus hp per level of your character (a fifth level fighter with 16 constitution gets 10 more hit points
than a fighter with 13 constitution). If you plan to improve either wisdom or intelligence, you may not
want to concern yourself too much with your charisma rating (wisdom is likely still better).
A fighter should spend copper gained through the adventure on better weapons, tons of healing
items, and tattoos that boost things like armor class and statistics neglected by the desire to gain
high strength (or even strength itself). If you sell most of the magical stuff found during the game,
you can purchase hundreds of healing items, making you nearly impossible to kill during any combat
situation (as you can keep applying your healing items during the sequence).
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
MAGE
Players who wish to follow the path of the art of magic and become a mage will likely have a
tougher time early in the game as the first spells attained aren't particularly devastating. However,
you'll be rewarded for your patience late in the game, when you gain extremely powerful spells com-
plemented by dazzling special effects. Following the mage path takes patience and a lot of resting,
both to cure hit points and memorize attained spells.
Though you shouldn't be a weakling, a true mage shouldn't be concerned much with the strength
statistic. Instead, push those points into intelligence, which allows both the dialogue option bonus as
well as the ability to memorize high level spells, and wisdom, which along with the bonus to conver-
sation choices also adds experience points. Wisdom helps a mage because it takes a magic user
longer to level up; any experience point bonus assists in getting to the higher-level spells quicker.
Dexterity and Constitution are less useful than intelligence, obviously, but dexterity will improve your
armor class and constitution will at least allow you to take more punishment. Since mages begin
with so little hit points, it might be good to make yourself both harder to hit and more durable.
Charisma will help in avoiding fights and opening dialogue choices as well as decreasing the cost of
some items.
Copper commons gained through the adventure should be spent on new spells and magical items.
You'll find plenty of spells in your travels (especially low-level ones), so save the money for the more
powerful spells later in the game. Any duplicate spell you find sell, so you can save up money for
better late-game spells. Alternatively, you can give these duplicate spells to Dak'kon (a githzerai
mage/fighter PC) so he can memorize them.
Spell casting can provide a lot of dazzling effects that tax both the fastest of computers and the
toughest of monsters. Spells can eliminate many hostile creatures, by dealing heinous damage to a
single creature and inflicting damage to several at once. One of the keys to learning the ways of the
Mage is using the correct spells at the correct time. An extremely useful spell is Enoll Eva's
Duplication, a spell that basically duplicates all subsequent attacks, both melee and magic. You can
nab this spell by teaching the mage ways to Nordom, who is gained in the Modron Maze (more on
this in the walk-through section of this game guide). Area effect spells are also some of the most
useful; these include Chain-Lightning Storm, Acid Storm, Stygian Ice Storm, and the lower level
Swarm Curse. If you're facing an onslaught of creatures, these spells would be your top choices.
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
THIEF
Perhaps the hardest road to travel during the game is that of the thief. Although the thief
advances in levels the fastest, there just aren't that many opportunities, good ones at least, to use
the thief's abilities of stealth, lock picking, pick-pocketing, and trap detection. Also, if you acquire
Annah in your journeys (a character available early on in the game), then you'll be able to use thief
skills through her, meaning there will be little need for you to take the role of thief. She levels fast
and can perform all the thief skills with a good amount of success. If you do choose to become a
thief, find a decent melee weapon (such as enchanted punch daggers) and use the backstab skill
during combat. Furthermore, you may want to try pick-pocketing many of the clerks you'll find to gain
new items, either for resale or use.
Dexterity plays the most important role in the success of the thief skills and will also make you hard-
er to hit, a good thing considering the decreased damage you'll often do during combat and the
decreased hit points you will have compared with fighters. A thief will need some strength, though
not nearly as much as a fighter, in order to dish out some damage during combat (the thief will be
relegated to hand-to-hand combat when the going gets rough, so you'll need some power).
Intelligence and wisdom follow the same principles as with the fighter. You'll want the bonuses to
conversation, but the wisdom experience point bonus isn't nearly as important to the thief since the
class levels up very fast. Constitution should be used somewhat for hit points (you'll level up quick
which means more hit points if you desire them) and charisma follows suit with the other classes.
SWITCHING CLASSES
Although The Nameless One begins the game as a fighter, you can switch classes during the game,
if you can you speak with the correct NPCs. If you want to become a mage or thief, you should head
to Ragpicker's Square as soon as you enter the hive (after escaping from the mortuary). To reach
Ragpicker's Square, head west from the initial starting point in the hive; this takes you to the flop-
house where you would then head straight north into Ragpicker's Square.
From there, if you want to learn the ways of the mage, head along the path southwest into
Mebbeth's house. If you think you want to be a thief, head straight south from the entrance to
Ragpicker's Square and talk with Ratbone. It's important to seek out these NPCs early if you think
you want to become a different class; the sooner you switch, the sooner you can start gaining expe-
rience in that particular field.
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
The Nameless One can't choose multiple classes, so you'll either put experience points
toward being a fighter, mage, or thief - whichever you choose. Further, as you progress through
the game, you can actually switch back to any class you've previously learned (you are a fighter by
nature, so learn magic from Mebbeth and thievery from Ratbone) by talking with party members who
are of that class. For instance, if you choose to be a mage and decide it isn't all it's cracked up to
be, just speak with Dak'kon while he's in your party and he'll change you back to a fighter. With
Annah in your party, you switch back to thief again just by speaking with her.
One reason you may want to change classes during the game is if you happen upon a powerful item
for a particular class that you really want to utilize. Otherwise, it's somewhat of a gamble as you'll
basically lose all the experience gained for that particular class. Though it makes for a very diverse
and enjoyable game, it also makes for a difficult game. Choose your path early and follow it to the
game's completion for the easiest experience, particularly in combat situations.
Another thing to note is that when you level up in your new class you gain all the new abilities of that
class. However, you do not get the regular hit points of that class until you attain a higher level in
your new class than you had in your old one. Let's say you advanced to fifth level as a fighter. When
you switch to a mage, you will only gain 1 hit point per level, from mage levels 1 through 5. It isn't
until you reach sixth level and beyond that you will be able to gain the normal 1-4 hit points per level
that a mage earns.
13
A
ttempting the daunting task of discovering The Nameless One's past and learning about his
immortality would be impossible if it weren't for a powerful group of allies that provides advice
during tough situations and watches The Nameless One's back during combat sequences.
In this chapter, you'll find a list of all the potential party members in Planescape Torment. Because
this section provides information on each ally, including where you'll find him and circumstances that
he finds himself in, it contains spoilers, so tread carefully.
An important thing to remember about party members is that experience points gained from killing
creatures and solving quests is divided among all the members (not including any wisdom bonuses
possessed by The Nameless One). If you don't think a particular member is especially useful, you
can leave him behind (by selecting the Reform Party button on the statistic button) and gain more
experience through the completion of tasks and destruction of creatures.
Acquiring each characters is described in more detail in the walk-through section of this game guide.
MORTE
CLASS: Fighter
RACE: Morte
GENDER: Male
STRENGTH: 12
INTELLIGENCE: 13
WISDOM: 9
DEXTERITY: 16
CONSTITUTION: 16
CHARISMA: 6
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
His high hit points and high resistances make him valuable in combat, as he can soak up a lot of
punishment and deal a decent amount of damage. However, the trade off for this initial strength is
that Morte cannot be upgraded as readily as the other characters. He can only use teeth as a
weapon, and they aren't too common (Ingress' teeth, gained from one of the first quests in the hive
are usually the standard). And, he can't use tattoos or other enhancements to artificially improve sta-
tistics and characteristics.
One of Morte's most intriguing features is his special ability to taunt (selected from the pop-up menu
and the special abilities). With the ability, you can goad thugs into fighting your group (thus fighting
without initiating first contact, which ordinarily creates evil alignment issues). Furthermore, and more
importantly, Morte can taunt spell-casting wizards and mages into forgoing their range attacks and
approaching for melee, where they'll likely get annihilated by your party members. You can improve
the taunt ability throughout the game by speaking with Harlots and Kimasxi Adder-Tongue, among
others.
A high resistance to nearly every kind of attack (slashing, piercing, cold, poison, and so on) also
makes Morte one of the best characters to lead in combat. Send Morte in before any other party
member and the enemy will target him first while your other party members and The Nameless One
circle the enemy and pound away. Naturally, The Nameless One is also good as a lead attacker, as
he's the only character that automatically regenerates hit points over time. Yet for much of the early
and mid portions of the game, he will not have as high a resistance to damage as Morte has, so
while he has less hit points than The Nameless One, Morte does takes less damage.
DAK'KON
CLASS: Fighter/mage
RACE: Githzerai
GENDER: Male
STRENGTH: 17
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
DAKKON CONTINUED
INTELLIGENCE: 13
WISDOM: 13
DEXTERITY: 16
CONSTITUTION: 16
CHARISMA: 13
Dak'kon, a Githzerai found in the Smoldering Corpse Bar, offers both fighting and spell-casting skills
and can become a formidable force fighting alongside The Nameless One in both melee combat and
ranged spell-casting. The Karach, Dak'kon's unique weapon, actually changes over the course of
the game as Dak'kon advances in fighter levels. This weapon also becomes magical once you attain
fourth level, and continues to increase in potency (gaining further bonuses to hit and damage) as
you advance higher in level. The added magic quality of the sword comes in handy if you are fight-
ing creatures, such as wererats, that are immune to normal weapons. An important thing to remem-
ber about Dak'kon is his lawful nature; if you take a chaotic course through the game, expect
Dak'kon to not approve and lose some effectiveness. Yes, this flies in the face of the traditional
Chaos that rules the lives of the anarchic Githzerai, but the game explains Dak'kon's unconventional
ethos later in the game.
One of Dak'kon's best features is his unique stash of spells that you won't find anywhere else in the
game. After adding Dak'kon to your party, speak with him about the beliefs of Zerthimon and read
the Zerthimon item in his inventory. If you possess high intelligence and wisdom stats, you can
improve several of Dak'kon's statistics and even learn new and quite powerful spells.
One element of Dak'kon that should be improved, either through tattoos (such as the tattoo of reve-
lation), charms, or rings, is his relatively low intelligence statistic, which will prevent him from memo-
rizing higher-level spells you find in dungeons or purchase from marketplaces and magic users.
Dak'kon makes an excellent complement to The Nameless One, whether you choose the ways of a
fighter or mage. A benefit to keeping Dak'kon around is that, as long as you initially learn to be a
mage from a magic-user like Mebbeth, you can switch classes at any time by just speaking with
Dak'kon about his teachings. When in combat, use Dak'kon's spell-casting ability to either super-
charge his melee ability (along with nearby friends) or weaken creatures from a distance - but don't
forgo his abilities as a fighter, particularly if you find means, such as the tattoo of might, to boost his
strength.
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
ANNAH
CLASS: Fighter/thief
RACE: Tiefling
GENDER: Female
STRENGTH: 14
INTELLIGENCE: 12
WISDOM: 10
DEXTERITY: 18
CONSTITUTION: 16
CHARISMA: 13
You'll first encounter Annah at the first section of the hive you emerge; she's standing across from
the Gathering Dust Bar and spouting out vicious insults left and right - but you're still intrigued by
that tail! Not long after, you venture away from the hive and venture into the trash warrens and
buried village, you'll encounter Annah again after retrieving the bronze sphere for Pharod. It's soon
apparent that Annah holds more secrets than she's willing to admit.
Gaining Annah really makes the thief class an undesirable choice for The Nameless One, especially
in the difficult combat situations that lie ahead - you're much better off leaving the thief skills to
Annah and have The Nameless One become proficient in either combat or magic skills. There just
aren't that many significant areas in the game where you need to worry about detecting traps, being
stealthy, and pick-pocketing (though it's probably the most useful). And if you ever do need those
thief skills, you can simply add Annah to the party and you have them, without having to sacrifice
your training in the more useful arts of magic and fighting.
Though you can first choose to study the ways of a thief when you encounter Ratbone back in
Ragpicker's Square (before you add Annah), by gaining Annah in the party, you can switch between
the fighter and thief classes by simply speaking with her. If you possess both Dak'kon and Annah in
the party (and have studied with Mebbeth or Ratbone previously), you can switch between all three
classes at any time.
After you acquire Annah in your party, search for better weapons for thieves (who are very limited in
the weapons they are permitted to use) as Annah's primary attack is fairly weak. Both fighters and
thieves can use punch daggers, and you'll likely locate enchanted punch daggers and the punch
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
daggers of Moorin fairly early in the game if you search every nook and cran-
ny of the catacombs and dungeons. Both will improve Annah's fighting skills. And don't forget
about her backstab ability during melee combat.
When entering new areas, such as in the tenement of thugs and Ravel's maze, use the pop-up
menu to select Annah's detect traps skill, so you don't take unnecessary damage from walking on
traps. Use her open locks skill if you encounter any locked chests or doors (though you can also
attempt to bash them with The Nameless One if your strength is high enough). Also, you can
attempt to pick-pocket clerks and other inhabitants, but expect a fight if your attempt fails. When you
level up, spend her thief points on pick-pocketing and detecting traps first, then stealth and opening
doors second.
Annah's stealth-backstab combination also works well against tough creatures. Use her special abili-
ty menu to turn on her stealth mode and sneak up behind creatures and attack. When she success-
fully backstabs, she does much more damage than usual.
IGNUS
CLASS: Mage
RACE: Human
GENDER: Male
STRENGTH: 13
INTELLIGENCE: 19
WISDOM: 8
DEXTERITY: 16
CONSTITUTION: 20
CHARISMA: 3
Though you encounter the fiery Ignus early in the game (at the same moment you first meet
Dak'kon in the Smoldering Corpse Bar), you can't acquire his services until much later, when you
discover a way to free him from his prison curse. To free Ignus, you must talk to Glyve in the weep-
ing stones catacomb and retrieve her decanter of endless water, which you'll find later in the
drowned nations. With decanter in hand, you must visit the lower ward and speak with Nemelle, who
opens its abilities with a word. Armed with the decanter, return to the Smoldering Corpse Bar and
speak with Ignus to use the decanter to put out the curse and free him.
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
If you're studying to be a mage, you can learn Ignus' unique fire spells at a small hit point price
(and a few body parts). Ignus shoots a fireball from a distance, so he leaves a space open for fel-
low melee warriors to bash on opposing creatures. His fireball is relatively powerful, though it does
not have near the damage potential of a skilled Nameless One fighter, Dak'kon, or Vhailor.
Ignus' spells provide some welcome destruction, and his high intelligence score ensure that he can
memorize some high-level spells any artificial help like tattoos. Further, an alarming constitution sta-
tistic of 20 provides Ignus with an ample supply of hit points per level.
Overall, however, Dak'kon remains the better comrade for both his melee ability and his collection of
spells. If you're looking for room for an additional character (since if you meet them all, you'll have to
get rid of two of them as you only have room for five additions), ditch Ignus over Dak'kon. If you
believe you'll be getting rid of Ignus sometime during the game, be sure you don't give him all the
best scrolls for his spell book or you'll lose those powerful tools for the remainder of the game
(unless you locate them or purchase them again).
Being a floating fireball, Ignus is virtually immune to fire and magical fire attacks, though it won't
make much difference during the course of the game. Don't let his immunity affect your decision to
select another character instead of Ignus. Plus, with such an abysmal charisma score, Ignus just
isn't that fun to speak with.
FALL-FROM-GRACE
CLASS: Priest
RACE: Succubus
GENDER: Female
STRENGTH: 13
INTELLIGENCE: 16
WISDOM: 16
DEXTERITY: 16
CONSTITUTION: 16
CHARISMA: 19
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GAMESPOT GAME GUIDE: PL ANESCAPE: TORMENT
The lovely, winged Fall-From-Grave resides over the students in the Brothel
of Slating intellectual lusts, located over in the clerk's ward. To impress Fall-From-Grace and
persuade her to join your party, you must intrigue her in The Nameless One's condition and then
complete her quest of speaking with the ten students of the brothel. Though lacking combat skills,
Fall-From-Grace does offer excellent healing spells (automatically gained as she advances levels)
and one of the better offensive spells in the game, call lightning. In fact, Fall-From-Grace is the only
character with healing spells.
Most of Fall-From-Grace's other spells aren't very useful, at least in the overall scope of the game.
Sure, you'll find uses for her to speak with the dead spell or remove curses (if you put on a cursed
ring because you wanted the armor class bonus, for instance), but you should concentrate on pray-
ing for mostly healing and Call Lightning spells.
As Fall-From-Grace advances in levels, she gains better healing spells up to the most powerful cur-
ative magic - the 'Heal' spell - which restores a full batch of hit points. If you keep party AI on, Fall-
From-Grace will automatically cast the lower-level healing spells both during combat situations and
between battles. Make sure you rest frequently (and check her available spells) after acquiring her,
so you always have access to her healing repertoire.
VHAILOR
CLASS: Fighter
RACE: Restless spirit
GENDER: Male
STRENGTH: 18/51
INTELLIGENCE: 10
WISDOM: 10
DEXTERITY: 13
CONSTITUTION: 18
CHARISMA: 10
Vhailor, a walking piece of air-filled armor, doesn't have much of a personality; as a member of the
Mercykiller faction, he's primarily interested in exacting justice - without mercy - as early and often
as possible. You'll find Vhailor as you leave the prison level standing behind the portal that takes you
away. Before proceeding through the portal, walk up to the inanimate armor and attempt to take a
piece. When Vhailor reanimates, ask him to join your party, and he (it?) will oblige.
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He comes equipped with an excellent weapon, a high amount of hit points, and the capacity
to dish out a decent amount of damage. If you're struggling with defeating the creatures around
the time you find Vhailor, you might want to acquire his services for the boost in damage potential.
Then again, if you've turned The Nameless One into a powerful fighter, or you're having little trouble
with the current batch of enemy creatures, you might want to pass and opt for Nordom (if you've
taken the time to use the modron cube). He's a more interesting character that requires a full quest
to obtain.
NORDOM
CLASS: Fighter
RACE: Rogue modron
GENDER: Neither
STRENGTH: 16
INTELLIGENCE: 16
WISDOM: 8
DEXTERITY: 16
CONSTITUTION: 16
CHARISMA: 8
Nordom, a missile-firing modron, is one of the most unique creatures you'll encounter in the game
and worth the effort to find. To find Nordom, you must purchase the modron cube from the curiosity
shop and speak with the modrons inside the brothel of slating intellectual lusts. With information in
hand, open your inventory and use the cube. Solve it and when you finally open it, you'll emerge
inside the modron maze. Set the combat difficulty to the highest difficulty setting (anything lower,
and you can't enter the room where Nordom hangs out). Talk to Nordom when you find him, and
he'll join your party.
Because he (though he's classified as no gender, we'll continue to refer to Nordom as a he) comes
equipped with an unlimited missile weapon, you'll find his ability to pound creatures from a distance
a good asset. Stand back and let him get some shots in before charging in with your front-line melee
fighters.
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Before moving further in the game, speak with Nordom and follow the dialogue paths
increase (and sometimes decrease) his statistics in a variety of fashions. In fact, finding Nordom
is almost like finding a programmable robot; you can give Nordom specific orders - basically which
class to choose - and his abilities will adjust accordingly. Improve his fighting skills by programming
fighting techniques, gain a spell (the useful Enoll Eve's duplication spell - it duplicates the effect of
any other spell used) by programming mage techniques and improve skills like stealth by program-
ming thievery techniques.
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O
ne of the more difficult tasks you'll face in Planescape: Torment is combat. Puzzle-solving
often requires only your brain and some exploration; combat, however, requires both adept
knowledge of the interface and either a powerful melee weapon or devastating spells. In this
section, you'll find some strategies for effective combat as well as a briefing on some of Planescape:
Torment's enemy creatures.
Here's a combat tip: leave a character behind near the edge of the screen, so you can leave at a
moment's notice. If you're struggling with combat, just run that character off the screen, and the
entire party will warp out onto the next part of the map.
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Further, you can return to Mebbeth's hut at any time and get free healing. Speak with her and ask
her to heal your party's wounds, and she'll oblige, as long you're in friendly standing with her. You
won't relearn spells in your spellbook, but a complete heal of your party's wounds is certainly an
important thing to get time and time again, particularly if you're a fighter and eschewing the magical
arts.
CHOKE POINTS
Don't take on more enemies than your party can handle. Usually, it's best to concentrate all melee
power on a single foe, then move on to the next target. If too many enemies are pounding you at
once, you'll have trouble fending them all off, and your less powerful allies will take significant
damage.
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Try luring the enemy creatures, who usually aren't blessed with incredible
intelligence, into choke points where you can gang up on them and take them down quickly.
Try to separate groups of enemy creatures by fleeing from them, then coming back to attack any
enemies that broke off from the main pack. Take on creatures in doorways or around corners, so
they can't surround your party completely and get in more strikes.
Micromanage your party into attacking specific targets, particularly spell casters that will inflict dam-
age from a distance while you're trying to combat melee units. Though it takes a bit more mouse-
clicking, you'll find the effort will pay off in the long run through easier combat and less use of
healing items.
STOP TIME!
Hitting the space bar during gameplay pauses the game. Though the game world stops in its tracks,
you can still issue orders to your party members. Pause the game at the beginning of a combat
sequence to get your party attacking the same creature and your spell casters ready to cast some
magic.
Pausing the game also lets you assess your adversaries. If you notice too many of them emerging
from the fog of war, pause the game and order your party to leave the scene. Pausing the game lets
you calmly issue orders without the panic that sometimes arises when you see too many creatures
coming at you on the screen.
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ENEMIES
Following, you'll find a rundown of some of the more significant enemies. You'll encounter dozens
of unique adversaries throughout the game, but the ones mentioned here either offer something
unique or can help gain you experience at important areas of the game.
ABISHAI
You'll find the dragon-like abishai both early in the game (wandering around the hive) and late in the
game (populating Baator). The abishai roaming around the Hive won't pose a threat to you if you
leave them alone, but if you want a quick boost of experience, you can goad the abishai into attack-
ing with Morte's taunt ability. He's a tough creature, though, so be prepared for a tough fight. Make
sure you have ample healing items before the encounter.
Late in the game, in Baator, you'll find a variety of different abishai. By this time, though, you should
be pretty well equipped to tackle them. All types provide a bunch of experience points, so be sure to
scour the map for all of them to maximize the amount of points you can gain.
CRANIUM RAT
Some of the first creatures you'll encounter (mainly inside the weeping stones catacombs and
Warrens of Thought) are the seemingly harmless cranium rats. They don't really pose much of a
threat in singles, but get these critters in groups, and you'll have a major problem. When they get
together, the cranium rats cast spells - lots of spells - and you can find yourself overwhelmed in a
matter of moments.
If you wish to explore the Warrens of Thought safely, you should avoid killing any of the rats and
then speak with Many-As-One, located on the upper northeast corner in the warrens. The rat mind
will grant you passage and a special bonus for not harming the little beasts.
CURST GUARDS
During your journey into the Curst underground and finally the Curst prison, you'll encounter many
Curst guards. These well-armored fighting machines boast both a significant offensive punch and
lots of experience points. Best of all, though, each Curst guard carries around 50 copper commons.
Scour the items left behind after killing the guards and collect all the copper you can find. The more
copper you gain, the easier Planescape: Torment's ending sequence will be as you can use the
bonus copper to stock up on healing items.
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THUGS
The most plentiful creature you'll find early in the game really isn't a creature at all, but just a nefari-
ous street thug. These come in several varieties, including hive thugs, trash warren thugs, and tene-
ment thugs. All offer a decent amount of experience (at the time you face them) and usually carry
bracelets, rings, and earrings that can be sold at merchants for some extra copper.
Unless you're playing Planescape: Torment as a chaotic character, don't go running around initiating
fights with every thug you come across. Instead, you can just walk around them, and usually they'll
pick a fight with you. Or, alternatively, you can use Morte's taunt special ability to "persuade" them
into fighting you. Spend time going around the hive and battling as many thugs as you can to
improve your experience and gain levels early in the game.
WERERAT
You'll likely first encounter wererats in the weeping stones catacombs. Although not the toughest of
creatures, the wererat does have a resistance to normal weapons, so you'll need an enchanted
weapon or spells to inflict damage on it. If you want a wealth of experience, you can charge through
the Warrens of Thought and take out as many wererats as you can find. Unfortunately, you'll also
run into hordes of spell-happy cranium rats who won't be pleased to make your acquaintance.
ZOMBIE
You'll find zombies first in the mortuary, and they don't pose much of a threat. If you want, you can
leave them alive until later in the game, after you gain the ability to speak with the dead from Stale
Mary in the dead nations. The zombies, while not amazing conversationalists, do have some clues
about your past and can offer insight into the story. Then again, they are zombies, so if you want to
gain some experience early in the game, just eliminate them as you make your way to the
mortuary's exit.
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W
hat can change the nature of a man? You begin Planescape: Torment as The Nameless
One in a creepy mortuary just sliding off a cold iron slab. Your only source of information
is a wise-talking disembodied skull named Morte. Through careful exploration of the vast
world of Planescape, you'll soon discover more allies, many enemies, and the secrets to your past
and your future.
In this section, you'll find the walk-through for Planescape: Torment. Although the walk-through
doesn't cover every single optional quest or item you can acquire in the game (as there are literally
thousands of combinations), adhering to this walk-through will take you through the game with plen-
ty of experience points and completed quests. If you're stuck on a particular quest, search for its
name in the walk-through for strategies on its completion.
Remember, many of the quests described here aren't vital to completing the game. Planescape:
Torment includes many optional quests that can be completely ignored; often, though, the optional
quests are excellent sources of copper, experience points, and even allies. Further, there are literally
hundreds of different combinations for combat and many, many potential items to locate. Following
the walk-through will net you many useful items that make Planescape: Torment much easier, espe-
cially in the grueling combat sequences near the end.
THE MORTUARY
Your adventure begins inside the mortuary immediately following the character generation screen
and the introductory movie. The Nameless One begins on a cold metal slab; you'll slide off automati-
cally inside the southern preparation room. Take the time to get used to the interface and open up
the map screen (using the default M key) to study your location. You begin on the second level of
the mortuary in the southwest area of the map.
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Once The Nameless One scuttles off the slab, a disembodied skull named Morte approaches
you. Listen to all the dialogue choices, particularly the discussion of the journal entry inscribed on
your back. Morte also discusses other important elements to keep in mind during the first part of
your adventure, including a weapon located nearby (a scalpel) and the mindless zombies roaming
around the mortuary.
After regaining control of The Nameless One, search all the nearby desks for the aforementioned
scalpel and a couple of bandages (they heal three hit points each). Each time you enter a new room
or area, sweep the mouse pointer around the screen to search for hotspots (as you would in a point-
and-click adventure game). To collect new and often better supplies, it's important to search closets,
crates, desks, tables, and other containers for items.
Speak with Ei-Vene at the northeast corner of the mortuary's second floor;
both for a quest and a bonus later in the game.
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To exit this room, you must locate the zombies wandering around the room, usually standing
next to corpses on top of slabs. You can attempt to talk to these zombies if you wish, but you
won't have much success. Instead, equip the scalpel and attack the zombies to gain experience as
well as snag the key to the gate leading out of the preparation room, which lies northwest of your
start position. With key in your inventory, simply click on the gate. It will automatically be used, and
you can pass through.
Continue north through the preparation rooms, and you'll pass additional zombies. You can attack
them if you wish to gain some experience points, but you can also let them leave and return to the
mortuary later to learn details about your previous existence. Either way, continue through the
rooms, moving north until you reach the preparation room with the large book in the southeastern
corner. Behind the book lies Dhall, a floating dustman who keeps track of who comes and goes
inside the preparation rooms.
Talk to Dhall and specifically cover topics about your character and the dustmen. Finish examining
the room, exit through the entrance to the northeast, and continue east. If you check the map, you'll
notice you are now at the northern point of the mortuary's second floor. Continue east into the next
area until you see a dustwoman next to a corpse and slab.
When you're finished with Ei-Vene, proceed southeast into the next area. A zombie wandering
around in here is actually a spy (he's a zombie that actually responds to conversation). Depending
on how you handle the spy, you can get some additional information or gain the ability to disguise
yourself (to escape the mortuary without threat from the dustmen). Again, it's optional material and
not vital to exiting the mortuary.
Continue south through the doorway and search the next room for some embalming fluid. Locate the
stairs inside the room that take you to the third floor of the mortuary. Proceed down the stairs.
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THIRD FLOOR
After emerging on the third floor, bring up the overhead map to see you're currently on the far
east side of the level. Your goal is to locate a key on the western side. Begin your trek across the
map. Along the way, you might run into some dustmen who will attempt to hail you. Don't bother
stopping for them; you could get roped into combat if you make the wrong conversation choices.
However, if they do catch you, tell them you are looking for Dhall. One benefit to killing a dustman,
however, is the ability to snag his robe. You can use it as a disguise and won't attract the dustmen's
attention any longer.
Proceed to the western side of the map just under the staircase and examine all the desks and
shelves. Inside one, you'll find the key you're searching for, the mortuary sanctum key. When you're
finished, walk north to the stairs and head back to the second level of the mortuary.
When you're back on the second floor, return to the stairs that initially took you to the third floor and
open the locked gate just adjacent to the staircase to reveal the path to the first level of the
mortuary.
FIRST FLOOR
When you arrive on the first floor, open up the map and locate your position on the eastern side of
the map. Proceed west into a central circular room. Inside, you'll find statuesque giant skeletons with
large weapons. Don't bother the skeletons unless you have an exceptional intelligence rating; if you
do, you can examine the runes on the skeletons and decipher them. Otherwise, keep away, or they'll
tear you apart in no time.
Continue through the central room to the northwest until you reach the altar. Approach the altar, and
Deionarra appears, a blue ghostly image that claims to know about The Nameless One's past.
Speak with her about all dialogue topics, especially about yourself, as she'll grant you the ability to
raise the dead three times a day - an important ability if you want to keep your party members alive.
Also, end the conversation in good terms (don't tell her you're leaving her or the mortuary), or
Deionarra places a curse on you. When the conversation ends, proceed back into the central room
and head southwest.
Several dustmen wander through this area. Try not to disturb the standard dustmen and instead look
for Soego. Engage in conversation and tell him you were locked inside the mortuary, and he'll open
up the main gate and let you outside. Should you kill any dustmen near the gate, Soego will likely
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attack you instead of initiating conversation. If this happens, just grab the key
off his body and proceed through the gate yourself. After the brief cutscene and level load,
you can proceed to the hive.
THE HIVE
The hive consists of five main areas: the mortuary exit area (northeast), the marketplace area
(southwest), the Smoldering Corpse Bar area (southeast), the flophouse area (northwest), and the
Alley of Dangerous Angles (middle). Though the quickest route to the next stage of your adventure
lies in Ragpicker's Square past the hive, you should take as much time as possible in the hive to
build up your experience and gain additional party members.
After exiting the mortuary, you'll be inside the mortuary exit part of the hive. The Smoldering Corpse
Bar area lies to the south exit, the flophouse area to the west exit, and the Alley of Dangerous
Angles to the southwest exit. To reach the marketplace, you must head into the Smoldering Corpse
Bar area and exit to the west.
While in the hive, there are a few things you should remember. First off, if you're trying to be a nice
character, be sure to tell the truth as often as possible and not start any fights. Then again, if you're
looking to be chaotic or evil, lie when prompted and initiate combat engagements. While walking
around all areas of the hive, you're likely to run across hive thugs that will attack you if you just hang
around them long enough. Alternatively, you can get Morte to taunt them with his special ability. Use
these relatively easy opponents to build up your experience and collect copper pieces. If you're dar-
ing, get Morte to taunt the abishai wandering around the town for a boatload of experience, but a
very difficult fight. Try not to get overwhelmed by enemy units, though; just run if you are in danger
and seek refuge in an area where you can rest.
If you plan to change classes from fighter to mage or thief, be sure to head straight for the
Ragpicker's Square and visit the midwife's hut for the mage class and Ratbone for the thief class.
Head west from the hive starting point into the flophouse area. From there, go straight north and
locate Mebbeth to the south and Ratbone to the southwest. The sooner you visit these places, the
quicker you can get started earning experience in these respective classes.
Should you die while roaming around the hive, you'll appear back in the mortuary. If you don't need
to return to the mortuary, just remember to save your game as often as possible and remember your
auto save, so you can reload after entering or exiting any new location.
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There are many quests you can take on during your stay in the various areas of the hive.
These are all optional, but it's important to build up as much experience as possible for your trek
ahead. Take the time to take part in as many quests as possible and finish them to completion for
maximum experience reward. Further, talk to as many characters as possible to gain information
about Pharod and your hidden journals.
Following, you'll find a list of many quests and important areas you'll find in the hive and how to
complete them.
POX
Standing at the mortuary exit is Pox, a dustman that can get you back inside the mortuary if you're
"dying" to get back in. If you wish, he can simply kill you, and you'll reenter. Talk with Pox about
Pharod and Sharegrave.
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Get some easy experience points by helping out Mourns-For-Trees. Just tell him you care.
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it and find Candrian. Speak with him, and he'll offer to help Ingress. Return to Ingress and tell
her you found some help, and she'll scamper off. Return again to Candrian, inside the
Smoldering Corpse bar, for your experience bonuses and Ingress' teeth, which will provide addi-
tional combat power for Morte.
THE POST
Just to the west of where you first ran into Ingress and just outside the Gathering Dust Bar stands a
zombie named The Post, which is really a bulletin board and directional indicator for the fine folks of
the hive. To grab some experience, speak with the Post, and read the notices tacked to his body.
Select the response about the Smoldering Corpse Bar while reading the notices. Next, examine the
graffiti and select the response about Pharod for some additional experience.
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WARNING: Don't attempt this quest until you've completed many other
quests in the hive area and are at least a level three or four character. It's probably
the toughest early quest in the game. Further, it's wise to have a third party mem-
ber (go get Dak'kon from the Smoldering Corpse Bar) as well as healing items like
bandages and chot charms. The mausoleum's interior is filled with skeleton war-
riors and giant skeletons, not to mention the tough boss, Strahan Runeshadow,
waiting for you at the end.
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When you're ready to enter the mausoleum, you'll begin in the northwest part of the map. You
can reach Strahan Runeshadow quickly by heading directly south at the first turn and taking
southern turns at the next intersections. When you reach the bottom of the map, turn to the west
and enter the inner chamber. Again, you'll find many skeletons inside the mausoleum as well as
tough giant skeletons. It's best to wait until you've gained several levels or have additional party
members. Enter the inner chamber and attack the skeleton guards first, then defeat Strahan
Runeshadow. Use Morte's taunt special ability against the mage to anger him into hand-to-hand
combat. When you've defeated Strahan, collect a large experience bonus from both the guardian
spirit and Norochj.
DAMSEL IN DISTRESS
Enter the Smoldering Corpse Bar area and speak with the damsel in distress just at the entrance
who continues to shout for help. During the conversation, question her story and examine the blood
on her clothes. When given the opportunity, bluff her during the dialogue, and you'll gain some expe-
rience points.
MOURNS-FOR-TREES
Just to the east, after entering the Smoldering Corpse Bar area, you can talk with Mourns-For-Trees.
He'll explain how he's sad that all the trees in the hive aren't prospering. You can gain some easy
experience points by promising to care about the trees and offer to bring others to care about the
trees as well. Mourns-For-Trees also has information about Fell's tattoo studio, the place where you
can purchase tattoos. Tattoos appear here throughout the game, and you'll want to return here often
to purchase them, as they're an excellent way to boost the statistics of The Nameless One and sev-
eral party members.
BARKING WILDER
A man standing on the eastern side of the Smoldering Corpse Bar area, named Barking Wilder, pos-
sesses some information about your lost journals. Speak with him, and if you can understand his
cryptic song dialogue (you'll be given special choices if your intelligence and wisdom is high
enough), he'll eventually tell you about the location of your two journals, and you'll gain some experi-
ence points as well.
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The hive marketplace offers all sorts of good deals on healing items and other goodies.
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GANG WAR
Enter the Alley of Dangerous Angles, and you'll emerge in the middle of a gang war. You can
choose to take sides with any of the gang leaders, but you'll gain the most experience and money
by taking sides with Krystall (which is, coincidentally, on the side of good). Talk with Krystall in the
northwest corner of the Alley of Dangerous Angles, and she'll ask you to terminate Rotten William
for her. Find him in the southeastern corner of this area (you might have to fight some of Rotten
William's Darkalley Shivs, his gang, along the way). Return to Krystall once you've terminated
Rotten William, and she'll ask you to locate Blackrose and do the same. You can find him just east
of Krystall. When you speak with him, don't fight immediately. Instead, tell him you did away with
Rotten William, and you'll gain some experience. After that, refuse to battle him, and he'll engage
you. Terminate him as well and tell Krystall of your accomplishment.
The Alley of Dangerous Angles offers plenty of experience if you're willing to fight for it.
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RAGPICKER'S SQUARE
Once you've been through the earlier areas of the hive and performed many of the quests to
enhance your experience and combat potential, you should venture into Ragpicker's Square, as it
takes you to the larger part of your mission. Or, if you wish to learn the ways of a mage or thief, you
should head there as soon as possible and visit Mebbeth (in the south) for mage training and
Ratbone (in the southwest) for thief training.
You'll locate Ragpicker's Square to the north exit inside the flophouse portion of the hive. Upon
entering the square, you'll appear on the eastern side of the map. Before continuing on, you should
take some time to explore Ragpicker's Square and perform some of the following quests.
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MEBBETH
One of the most important residents of Ragpicker's Square is Mebbeth, a mage-trainer living in a
hut in the southern part of the square. Enter and speak with her. Talk with her about all topics,
including Pharod, and you'll soon discover that Mebbeth will heal your party's wounds upon request
and offer a place for rest. Additionally, you can talk with her about becoming a Mage. If you wish to
switch classes to mage, you should speak with Mebbeth. Even if you don't want to be a mage, you
should still take part in her quests because they offer experience, and you can always refuse the art
or even change back to a fighter or thief later.
Find a gardener who has Mebbeth's herbs. If you have previously spoken with Mourns-for-Trees,
you'll instantly recall his profession and that he's the one you should speak with. Return to the
Smoldering Corpse Bar area and locate Mourns-for-Trees near the northern area of the map. Speak
with him and talk about the seeds. Select the dialogue choices about caring for the seeds, and
they'll grow before your eyes. Return to Mebbeth and tell her you've completed this portion of the
quest.
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RATBONE
Located on the southeastern side of Ragpicker's Square is a man named Ratbone. You can speak
with him and gain thief training to switch to the thief class. If you wish to become a thief, you should
speak with Ratbone as soon as possible to begin your accumulating experience.
VLASK'S HOUSE
Located just northwest of the entrance position to Ragpicker's Square is a portal that leads to an
abandoned house. After entering the house, a collector named Vlask and a few thugs enter to rough
you around, demanding money to permit you to leave. You can either pay your way out or simply
battle Vlask and his thugs to exit.
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TRASH WARRENS
When you've finished exploring Ragpicker's Square, it's time to head into the trash warrens that
lead the way to the buried village, where you'll find Pharod. If you are playing to advance the story-
line, and not necessarily for quests and xp, you want to meet Pharod after you get out of the
Mortuary and buff yourself up a little. To enter the trash warrens, head to the northwest side of
Ragpicker's Square (you'll traverse a wooden pathway). Eventually, you'll reach a doorway; upon
entering, you must toss a piece of junk into the doorway to open a portal. If you've been collecting
items along the way to this point, you should have a piece in your inventory. Toss the junk inside
and go through the portal. If you don't have any junk, search around Ragpicker's Square, and you
should find some in examinable containers. Once you get through, find some junk (again, just
search the trash warrens containers) for when you need to return. On the other side of the portal,
locate the entrance to the trash warrens and proceed through.
Your goal lies through the trash warrens, but you'll need some
junk and decent combat skills to make it through.
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Combat in the trash warrens isn't easy and will be your toughest test yet. Be
sure you're healed (just head to Mebbeth's first) and are well equipped. Upon entering, you'll
speak with Anomoli, who you can either attack (along with his thug guards) or talk your way
around him. Exploring the rest of the trash warrens will uncover loads of rats and thugs. Try to take
them on in low numbers and don't arouse the attention of dozens of enemies at once - if possible.
In a northern alcove of the trash warrens, you'll find a portal (which opens if you have a rat tail in
your inventory) that takes you to a secret room with tons of rats but many other goodies. Attack the
rats quickly, or you'll come under fire from dozens of spells.
When you're finished exploring the trash warrens and collecting the experience and all the goodies
(be sure to run your mouse over the boxes and crates scattered around the trash warrens), head to
the southeastern part of the map to encounter Bish, another heavy that tries to stop your passage to
the buried village. Again, you can choose to battle Bish (and his many thug guards) or talk your way
around him. Once you pass Bish, open up the door on the floor and proceed into the buried village.
BURIED VILLAGE
Now that you've safely made your way through the trash warrens, you're almost to the first major
step in Planescape's primary storyline - to find Pharod. Upon entering the buried village, head to the
south and enter the building on the west side of the map. Inside, you'll find Marta, who sews up
some of the corpses that come her way. Speak with her and, if you wish, ask her to operate on you,
and you'll find a small ring inside your intestines (also snag your intestines in your inventory).
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dead nations area of the catacombs (he's located in the southeast near the
entrance). To get the knife from the knifed ghoul, you must collect six rat tails and give them
to him in trade. With the knife in hand, return to Uhir (do so before returning the bronze sphere to
Pharod) and hand back the knife.
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While traveling around the weeping stones, you'll encounter cranium rats,
wererats, some ghouls, and some lesser vargouilles. None of the creatures is especially
tough, though you should try to prevent the vargouilles from ganging up on you, either by trigger-
ing them a few at a time or leading them to a choke point, such as a corner or doorway. Also,
magic weapons only harm the wererats. Dak'kon's sword becomes magical when he hits fourth
level, and you can buy a magic ax from the weapon dealer in the marketplace. If you're a fighter,
you should have little trouble. A mage or thief might find the vargouilles and wererats a bit of a
challenge, however.
Explore the weeping stones well and search all the coffins you can examine. You'll find several exits
out of the weeping stones area - Crypt of the Embraced (to the north), dead nations (to the south),
dismembered crypt (to the west), Warrens of Thought (to the northeast), shattered crypt (to the
northeast) - which are detailed in the following section.
KILL VARGOUILLES
In the tunnel south of Glyve,
you'll find a corpse (lying
just in front of the dead
nations entrance) of
Chad. You can't speak
with Chad until
you've gained the
ability to speak with
the dead. To do so,
you must go into the
dead nations and submit
to the silent king. Talk with
Stale Mary (in the southwest- Killing off the
ern corner), then return to speak lesser vargouilles
with Hargrimm the Bleak about Stale not only nets experi-
ence, it completes a quest.
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Mary's language. Return to Stale Mary and let her touch you. Then, listen to
her language. Once you've gained the ability to speak with the dead, return to Chad and dis-
cover his request to kill all the vargouilles on the level. You'll find most of them in the tunnel just
north of Glyve. After killing them all, return to Chad for the experience reward.
SHATTERED CRYPT
Located in the northeast section of the weeping stones is the entrance to the shattered crypt, a
small circular room that holds some decent copper treasure and other items. Inside, you'll also find
dozens and dozens of lesser vargouilles, but you can avoid them by sticking to the exterior of the
circle and making your way around to the treasure. If you want the experience, though, just step in
the center of the circle to trigger the horde.
DISMEMBERED CRYPT
Search the western area of the weeping stones to discover the entrance to the dismembered crypt
and the underchamber. Travel down into this area to locate a dead body and recover a severed arm
(take it back to Fell's tattoo parlor in the hive for some new tattoos).
DEAD NATIONS
When you're finished exploring the weeping stones area and before you head into the Warrens of
Thought, proceed into the dead nations (this lets you also complete the Chad and Gris quests men-
tioned previously). You'll find the entrance in the southern area of the weeping stones catacombs.
Once inside, you'll be immediately accosted by Hargrimm the Bleak and told you should submit to
the silent king. Do so, as it lets you explore the dead nations safely (though you'll soon have to find
a way to exit from the virtual prison). If you don't submit to the silent king, the horde of zombies and
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skeletons - as well as Hargrimm and anyone else you run into during your
stay at the dead nations - turns to attack. It's a safer path just to submit - you'll gain the ability
to speak with the dead and gain some experience from some quests.
After speaking with Hargrimm, you'll emerge inside Soego's chambers, which lies to the north inside
the dead nations. If you recall, Emoric (from the hive and Gathering Dust Bar) wants you to see
what Soego is up to. Keep that in mind so you can return to him later and receive your reward. You
can also rest in Soego's chambers if you wish.
KNIFED GHOUL
On the southeastern side of the dead nations, you'll find the knifed ghoul who holds Uril's knife. To
get the knife from him, you must trade him some food. After you kill the six rats for Hargrimm, take
the tails and give them to the knifed ghoul in exchange for the knife.
SEEK OUT AND SLAY ANY CRANIUM RATS IN THE DEAD NATIONS
You'll find the rats inside the far western tunnel (below the chapel). Six cranium rats appear here
after gaining the quest. Eliminate them and grab all the tails to give to the knifed ghoul in exchange
for Uril's knife. With all six rats dead, return to Hargrimm, and he'll offer another quest to gain his
trust.
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WARRENS OF THOUGHT
Though the area is purely optional, you can gain a lot of experience from the Warrens of Thought if
you're a well-equipped fighter. The Warrens of Thought entrance lies to the northeast in the weeping
stones. When you first proceed inside, you'll encounter the guard, Mantuok, who will soon throw you
into the warrens prison. Search the prison room well for some healing items, copper, and other
goodies. When you're ready to leave, locate the door to the south part of the prison and either keep
touching it to alert the guards, break it apart with your weapon, or pick it if you're a thief. If you break
it apart, the guards will attack (as well as hordes of cranium rats), but if you talk your way out, you
can make peace with them. If you want to escape the area, just return to the weeping stones.
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DROWNED NATIONS
When you've completed everything you wish to accomplish in the dead nations and Warrens of
Thought, proceed inside the drowned nations either through the gate in the southern area of the
dead nations or through the locked gate (you must pick it) to the south of the entrance to the
Warrens of Thought. You enter the drowned nations in the northwest section of the map. You're
basically in search of two items while inside the drowned nations: the Decanter of Endless Water for
Glyve and the bronze sphere for Pharod. Be on alert while in the drowned nations for lesser var-
gouilles (who enjoy ganging up on you) and trocopotaca (white alligator-type creatures). Both protect
the items you're searching for.
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Returning the bronze sphere to Pharod. Head back through the weeping stones and finally to the
gate with Barr. The gate remains closed, but if you speak to Barr and show him the bronze sphere
for Pharod, he'll let you back through without incident. Return to Pharod's court and hand over the
bronze sphere. He'll reveal something about your past (and you can even retrieve some of your old
items and money from him) as well as introduce you to your newest party member, Annah, his thief
daughter who you likely met in the hive. For more on Annah, head over to the Planescape allies
section of this game guide.
If you're finished with the buried village tasks (such as giving the knife back to Uril and locating
Quint's necklace), you can immediately transport back to the hive in front of the painted door in the
Smoldering Corpse Bar area to head to your next destination, the Tenement of Thugs and the Alley
of Lingering Sighs.
TENEMENT OF THUGS
Before heading into the Tenement of Thugs, an area that includes many tough adversaries, you
should head back to Mebbeth's in the Ragpicker's Square area for some free healing. Also, you can
return to the buried village and rummage through Pharod's court (after the movie sequence of his
death) and regain the bronze sphere, a useful - but not necessary - item for the end game
sequence. Make sure you have high intelligence for the end sequence, or the bronze sphere won't
prove useful.
Once you're ready to go, look at the painted door and follow the dialogue until it opens, and you can
proceed inside.
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If you're a well-equipped Fighter, you likely won't have much trouble just
bashing your way through the Tenement (though the use of some healing items will be
required). If you're not so good at combat, however, you'll need to use a tad more stealth.
You'll enter the Tenement on the north side. Proceed through the doors and select Annah's detect
trap skill so you remain alert as you proceed into each room. Defeat any thugs you encounter along
the way and be sure to search each desk or barrel for items and copper. Head into the door leading
into a tunnel heading southeast. Two doors flank this hallway, one leading south and one leading
north. If you're a chaotic character, head into the north one and speak with Tiresias for assistance in
clearing out the tenement. If you're lawful, head into the south door and speak with Sybil for
assistance.
IRON PRYBAR
Before you leave the tenement, make sure one character possesses an iron prybar. If you don't
have one, search the desk on the first floor just below the staircase leading to the second floor.
You'll need the prybar for a task in the next area.
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LOWER WARD
When you've completed the quests for the alley face, you'll get access to the lower ward. Simply
walk through the gate and into the next zone. After you emerge at the lower ward, if you still have
Morte in your party, a couple of wererats will accost you and kidnap Morte. After the kidnappers
leave, be sure to collect Morte's equipment left behind in the small pile. You can continue to explore
the lower ward if you wish, but if you want Morte back immediately, travel to the wrecked house in
the corner southeast from the start position and enter. Once inside, go down the stairs and speak
with Lothar.
When you speak with Lothar, he'll tell you that to get Morte back, you must trade him a valuable
skull. Unfortunately, although you may have some skulls in your inventory (either from wererats or
by killing folks in the dead nations), you can't trade them yet. You'll have to go on Lothar's quest
first. Before you go, head to the Coffinmaker's Shop and talk to Hamrys; he possesses a map to the
tomb Lothar wants you to visit.
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Approach the sealed passageway, and The Nameless One tells the others that he must go in him-
self. Any other members of your party will remain behind as you head inside. As soon as you
emerge inside the tomb, open up the tomb plans and use them. Read the hints given by The
Nameless One. When you regain control, head southwest down the tunnel. You'll get zapped a bit
by a trap and then transported to the room on the northwestern side.
Open the coffin inside this room and take out the tomb
key #1. With key in hand, walk into the center of
the floor, over the Torment symbol. When you
are there, a powerful lightning bolt trap will
trigger and kill you. You'll appear again
at the Tomb entrance. Head back
down the corridor again and past the
first trap and you'll appear in the
southeastern room. Once again,
open the coffin and take out the
tomb key #2. Walk onto the
Torment symbol in this room and
trigger the painful trap and die.
Emerge back at the Tomb entrance
again and proceed down the tunnel
again. You'll teleport to the southwestern Your
room. Approach the coffin from the side and tomb sure
does contain
open it up. Grab the tomb key #3 from inside devious traps...
and walk in front of the coffin to trigger the death trap. just who were you
trying to keep out?
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After appearing at the tomb entrance, charge down the corridor again, and
you'll walk into the center room. Before messing with the coffin in the center, read the inscrip-
tions on all the walls. There are eight inscriptions total. At the end of each, push the panels into
the walls. Once you've pushed in all the panels, approach the coffin and open it up. You won't find
a skull inside, just another key, tomb key #4. From the coffin, walk straight south to teleport to the
south room. Search the box there for some items and go through the portal that opens.
When you emerge back in the drowned nations, talk with any of your party members outside and
ask them to rejoin your party. Proceed back to the dead nations, then to the weeping stone cata-
combs. From there, go back to the Crypt of the Embraced exit to find the portal back to the Bones of
the Night.
Because you didn't find a skull in the tomb, you must bring something back for Lothar now. If you
got any skulls from the dead nations (from killing any named character), those will do. You likely
picked up Soego's skull after Hargrimm confronted him. If you don't have any of those, you must kill
Manutok and his wererat friends. Once you do, grab the skull of Manutok off his corpse and return
to Lothar. Give Lothar the skull. Talk to him about Razel Puzzlewell (opening up a new and long
story-oriented quest called "Find the night hag Razel Puzzlewell"). When you exit Lothar's house,
Morte will rejoin your party.
XANTHIA
A woman named Xanthia stands near the entrance to the lower ward. Speak with her, and you'll dis-
cover she's hoping to observe a fight between three thugs and a magical creature. Unfortunately,
she's keeping some info to herself, so the three thugs get ambushed. Go over to the three thugs
(across from Xanthia) and speak with Thorp. Tell Thorp of Xanthia's trick and his impending doom
for an experience reward.
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that will prove her innocence. Talk with her about the moneylender to learn
his identity, Byron Pikit and his thief friend Lenny. Head to the entrance to the lower ward to
locate Byron, gold cap and all. Talk with him about the lower ward until he speaks about Lenny,
then ask him about Trist. When you've learned some details about the loan documents, go see
Lenny, who's hanging out south of the tower. Tell Lenny that Byron sent you and ask to see the loan
papers. Keep talking to Lenny until you learn the location of the loan papers and the secret saying to
retrieve them from the warehouse. Head to the warehouse (east of Trist) and speak with the Vault of
the Ninth World. Follow the dialogue and say the saying to retrieve the loan documents. Exit the
warehouse and speak with Deran, who stands near Trist. Show him the documents, and he'll
release Trist. Talk to Trist one last time for additional experience.
OPEN-AIR MARKET
Enter the marketplace positioned next to Giltspur if you must purchase weapons, healing items, or
spells. Talk with Anze for weapons, Aalek for healing items, and Cinder for the scrolls. There are two
other tasks you can complete while inside the marketplace. Talk with Karina, a woman standing near
Anze's workspace. Converse with her until you hear a story about how lonely she has become; tell
her she's not a bad person. When you're finished, approach the western door and talk with Corvus
the guard. During the conversation, look at what he's staring at to discover his interest in Karina. Tell
him Karina is lonely. He'll approach her, and you'll gain some experience. Next, speak with Lazlo,
who's hanging out near Karina. Talk about the lower ward, and he'll tell you about the siege tower
and how to gain access to it.
SIEGE TOWER
After speaking with Lazlo in the open air market and learning the secret of entering the siege tower,
walk over to the eastern side with the drawbridge. Stand on it, and you'll be presented with some
dialogue. Follow the dialogue, and a portal will open. Enter the portal to enter the tower. Speak with
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Coaxmetal about several topics, including the shadow forces and a weapon
to kill an immortal (you'll gain the Blade of the Immortal, useful for a peaceful conclusion to
the game). When you're finished, exit through the northeastern portal to return to the lower ward.
CLERK'S WARD
When you're finished exploring the lower ward, proceed to the clerk's ward by heading southeast to
the area marked "Upper Ward." Many of the quests you'll undertake in the lower and clerk's ward
require travel between each, so you'll likely be jumping back and forth for the next few segments of
the walk-through.
Vrischika in the curiosity shop is an important source of items while in the clerk's ward.
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FREEING INGUS
If you snagged the Decanter of Endless Water for Glyve down in the weeping stones and spoke
with Nemelle about the decanter, you have the means to free Ingus, the fiery creature spotted
inside the Smoldering Corpse Bar way back in the Smoldering Corpse Bar area of the hive. Speak
with Nemelle about the decanter, and she'll say the word to open it for you. Return to the
Smoldering Corpse Bar area and speak with Ingus. Use the decanter, and he'll be free of his prison
and join your party.
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you've spoken with the nine women, return to talk to Fall-from-Grace and tell her you couldn't
find the tenth. Then, tell her the tenth student is you, and she'll join your party. Alternatively, you
can talk to Luis located in the first room to the left (talk to the closet) and tell Fall-from-Grace that
he's the tenth student. For more on Fall-from-Grace, head over to the Planescape allies section of
this game guide.
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Kimasxi Adder-Tongue, no matter how much she insults you, is the key to gaining a piece of Ravel.
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CIVIC FESTHALL
Once you're finished with the quests offered by the brothel, it's time to head into the civic festhall,
where the bulk of the main story quests lie. You'll find the civic festhall on the northeastern side of
the clerk's ward.
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and speak with Salabesh the Onyx just outside. Be skeptical about his "art,"
and he'll eventually offer his help to you in your revenge against Jumble. Return inside and
talk with Jumble again. Repeat your curse given to you by Salabesh and curse Jumble. Also
demand that Jumble take the curse off Reekwind. Return to Reekwind in the hive marketplace to
receive your experience reward.
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civic festhall and return to the brothel. Enter and locate Kesai-Serris on the
eastern side of the brothel. Speak with her about "needing a piece of Ravel," and she'll offer
her blood. Before you can accept the blood, you'll need a handkerchief. Search Kimaxsi's room,
in the drawers, for one. Return and get Kesai's blood on a handkerchief, and you'll have acquired
the key to the maze. Keep in mind that you must solve the "Prove to Kesai-Serris that she's Ravel's
daughter" quest before Kesai will agree to hand over her blood.
Read through Deionarra's sensory stone, and you'll gain her legacy and a useful item.
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UNDERSIGIL
An optional area located in both the lower ward and clerk's ward is the monster-filled undersigil
zone. If you desire some extra experience and don't mind some tough fights against trelon and lar-
val worms, head into undersigil. Don't hesitate to exit the zone at any time and rest up, as the
combat within can be quite difficult unless you're a skilled fighter with several party members.
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FORGE AN ITEM
The first quest Keldor offers for godsman induction is to forge an item using the great foundry. Exit
the Godsman Hall and return out to the great foundry and locate Alissa Tield walking around the
western part of the map. Ask her about using the foundry, and she'll tell you that you'll need tongs,
an apron, a hammer, and ore to forge an item. From the foundry, proceed to the southeast and
speak with Nadilin about getting these items. He'll offer to sell you some tongs, an apron, and the
hammer; purchase them and return to the foundry. Locate Thildon wandering around the northern
section of the map and speak with him about using the forge. Ask him for some iron ore, and he'll
hand over some. Proceed to the southern part of the foundry and spot the empty kettle. Press your
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mouse button on the kettle to open the dialogue screen and use the forge.
Go through the dialogue choices to place the ore with the tongs over the forge. Next, place
the softened ore on the anvil and use the hammer to create an item (any item will do). Take the
item back to Keldor to complete the task and begin your next quest to join the godsman.
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about Thildon's comments and the murder, and he'll offer a clue that impli-
cates Thildon. Head back to Thildon and ask him about the evidence, the awl with his named
etched on its side. Return back to Saros and confront him about his secret faction. Head back
out to Thildon again and speak about Saros and then go back to Saros again. Head out to Thildon
one last time, and he'll likely offer to just leave. Return to Keldor and implicate whom you wish to
complete the quest.
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Another maze you can reach requires purchasing the metallic cube figurine (it's rather expensive)
from the curiosity shop. After obtaining the cube, called the modron cube, head to the Brothel of
Slating Intellectual Lusts and ask the modrons, the robotic looking creatures in the center of the
brothel, about the device. Use the cube in your inventory and unlock it by selecting the correct
sequence. You'll know you are choosing the correct sequence when it pops into place. If it ever
reverts back to its original form, restart the sequence. When you've completed the sequence correct-
ly, you'll enter the modron maze. The maze offers virtually unlimited experience, but you must place
the combat difficulty on high to locate Nordom, a party member located in one of the rooms.
It's called a maze for a very good reason. Follow the paths and jot down where you have and
haven't gone (it's randomized). Attempt to locate Nordom, hiding out in one of the rooms (again, you
must be on high difficulty to locate him). Ask him to join your party. Speak with Nordom if you
acquire his services, and you can increase several of his statistics. High difficulty also adds a
tougher creature, a wizard, that offers more experience for the trade-off of a tough battle. To leave
the maze, locate the engineering room and speak with the modrons until you locate the engineer.
For more on Nordom, visit the Planescape Allies section of this game guide.
RAVEL'S MAZE
Once you've completed all the tasks you want to finish while in the lower ward and clerk's ward, you
can head to Ravel's maze and meet the infamous Ravel once and for all. To reach Ravel's maze,
you'll need the bloody handkerchief (with Kesai-Serris' blood) obtained from inside the brothel and
the identified unfolding portal obtained from Nadilin in the great foundry when you delivered the
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receipt gained from taking your legacy to the advocate (which you got from
opening and deciphering the dodecahedron... whew!). Make sure you rest up and purchase
plenty of decent equipment and healing items before proceeding inside. To head to Ravel's
maze, just open your inventory and use the unfolding portal.
Don't end the conversation with Ravel, or the game ends. Continue to speak with her, especially
about your mortality, to open up a new quest (find the angel Ravel spoke of) and learn about your
next task in the game. Follow every path in the conversation to earn a variety of bonuses and expe-
rience points. When you have nothing left to select, attempt to end the conversation, and Ravel will
eventually attack, summoning some additional creatures to assist her. Defeat Ravel. After you've
beaten her, shadows and greater shadows appear from the corners of the map. Run quickly to the
northeast part of the map, defeating any enemies along the way, and locate the portal there. Pass
through the northeastern portal to complete the level. If the northeastern portal takes you to another
portal, just return there, defeat the enemies nearby, and save your game. Reload the game just out-
side the northeastern portal and pass through again.
CURST
Completing Ravel's maze will take you to the desert town of Curst. Your main goal while in the city is
to locate the angel that Ravel spoke of, the "deva". A few conversations with the townsfolk will
reveal that the deva is imprisoned underground. During your stay in the town, you can head on
some optional quests and proceed through the main storyline to learn more about your mortality
from the mysterious angel. After arriving in Curst, head northeast into the Traitor's Gate Tavern and
speak with the stout, green-clothed man Tainted Barse, who stands in the northwest corner of the
tavern's main room. Ask him what's wrong and about the deva, and he'll mention a key that must be
made to enter the underground area as well as a personal problem he needs solved.
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Talk with Tainted Barse as soon as you arrive in Curst about the "key" to entering the underground prison.
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and proceed northwest through Curst to the end gate that takes you to inner Curst. Go to the
second building on the right; you'll see several guards outside surrounding a young female named
Jasilya, Barse's daughter. Approach and talk with Skatch and fight as soon as the option becomes
available. During the battle, one of the guards will go for Jasilya. Try to save her life, but you can still
complete the quest if she dies. Once all the guards are dead, return to the Traitor's Gate Tavern and
speak with Marquez; he'll offer the next quest, which begins by speaking to Kitla.
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CURST UNDERGROUND
With key in hand (from the five quests begun by Tainted Barse in the Traitor's Gate Tavern), you're
ready to proceed to the Curst underground and locate the deva who can tell you more about your
past and your mortality. Lots of nasty creatures wander around underground, so be prepared for a
fight and rest up before diving down. From the start position, proceed southwest and then head back
east through a tunnel underneath the start position on the map. Here, you'll locate Voorsha, who has
a small quest for you to undertake.
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difficult with a rested party) and return to Voorsha to deliver the news. He may attack you
depending on the conversation choices, so be prepared for an easy fight. Search the cabinets
and carts near Voorsha for some items.
PRISON
You enter the prison from the southeast. Once again, you'll encounter several creatures and even
eventually some Curst prison guards. Head north and take the first path that leads west. When you
reach the fork leading north and south, turn south and go to the gate. Open the gate and speak with
Trias, the deva, chained in the prison at the bottom. He'll mention that you must locate his sword to
free him from the bondage.
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GAINING VHAILOR
Walk around the portal at the end of the prison level and speak with the suit of armor, named
Vhailor, a potential new party member. Vhailor possesses tons of hit points and is a decent fighter.
Simply attempt to take the armor, and you'll eventually be prompted to ask Vhailor to join your party.
For more on Vhailor, head to the Planescape allies section of this game guide. Before proceeding
through the portal, you can return to the southeast (the prison level start position) and rest near the
hermit. When you're ready, walk through the portal at the northeast to emerge at the outlands.
OUTLANDS
As soon as you materialize in the outlands, you'll come under attack from a variety of creatures,
including the durable, but relatively easy gronks. If you're an adequate fighter, explore the entire out-
lands area surrounding the skeleton and eliminate all the hostile creatures you encounter. When
you're finished, walk to the head of the skeleton and locate the entrance to the home of Fjhull
Forked-Tongue.
FIND FORKED-TONGUE
Enter the head of the skeleton to enter Fjhull's home. Walk down the ramp as it moves southwest
and then southeast. Speak with Fjhull and learn about your mortality. He points the way to a portal
just outside his home that will take you to Baator and a visit to the Pillar of Skulls. The portal lies just
east of the head of the skeleton near the body. Also, exhaust all the dialogue topics; if you're pre-
sented with the opportunity to ask how to get back from the Pillar of Skulls, select it when speaking
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with Fjhull. Talk with Fjhull about spells and weapons if you need any addi-
tional equipment. When you're ready, exit his home and walk up to the skeleton's body sec-
tion from the south end. The portal will open; walk through to proceed to Baator.
BAATOR
When you arrive in Baator, your eventual goal lies to the southeast. Once again, the area is filled
with difficult creatures. If you're an able fighter with a plentiful party, you should explore the entire
map and eliminate as many of the experience point heavy creatures, such as the abishai, as possi-
ble. Even as another class type, you should be powerful enough to take them on, particularly with a
full party. When you're finished, proceed to the southeast and head to the next area, the Pillar of
Skulls.
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You must ask the pillar about the Fortress of Regret and how to leave Baator (if you didn't get the
information from Fjhull). The pillar won't answer any questions unless you meet its demands, which
include betraying Fjhull (no serious consequences other than having to kill Fjhull when you return)'
handing over Fall-from-Grace, Morte, or Annah; and permanently losing 15 hit points. If you possess
a high charisma statistic, attempt to talk your way around the pillar's rather whiney dialogue.
If you must make a sacrifice, select two of the consequences - which should be to betray Fjhull and
lose 15 hit points, as losing party members makes for a tougher end game - and ask the questions
about the Fortress of Regrets and how to leave Baator (if you couldn't get the information from
Fjhull). The Pillar of Skulls reveals a secret about Trias, calling him the "betrayer." With all the infor-
mation in hand, return to the Baator map and proceed to the southwest section (you must kill addi-
tional creatures). Approach the crevice against the wall and select the choice to place some obsidi-
an on your tongue when prompted. You'll emerge back in the outlands. You can talk to Fjhull again if
you wish, but he won't be too pleased if you've betrayed him to the pillar and will attack. When
you're ready, approach the tail end of the skeleton to open the portal back to what's left of Curst.
CURST GONE
When you return to Curst, you'll notice some immediate problems - namely the lack of buildings and
people. Proceed to the center of what's left of the town and speak with the gate heads. They'll tell
you what has happened to Curst, now located somewhere called Carceri, and how to reach it - sim-
ply walk through the portal. If you must rest up, do so now by clicking on the rest icon. If you wish,
you can explore the map for a few items as well as a very tough fiend, the one from Moridor's box,
on the western side of the map. You'll need tons of healing - particularly if you attempt melee com-
bat - to defeat it, but you'll get a huge experience reward. Save the game before attempting the bat-
tle, as the fiend is the most difficult fight in the entire game. When you're finished, proceed through
the portal at the gate heads.
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CARCERI
Think of Carceri as the alternate universe Curst, where Trias has become the leader and has let
chaos reign in the streets. Your eventual goal is to proceed inside the administration building to the
north and confront Trias about his deed. Before you do, however, you can make your battle against
him easier by talking with the townspeople and learning that if you lend a helping hand to end all the
chaos, you can improve your chances against Trias tremendously. Following are the quests you can
complete to lay down some justice in the crazy town.
First, you can defeat the two gehreleths just northwest of the start position. Proceed to the northwest
to see two gehreleths chopping up some townspeople. Eliminate the two creatures for some experi-
ence points.
Second, you can help the female north of the start position. Walk straight north to spot four thugs
around an innocent woman. Confront the thugs and kill them to earn experience points.
Third, you can confront the looters standing at the warehouse, up the ramp north of the start posi-
tion. A group of looters talking with a Curst guard are debating whether or not to enter the ware-
house and loot it. Speak with the guard and convince them not to enter the warehouse. Doing so
gets you some experience points.
Carceri has become overrun with nasty creatures. Defeat them to earn experience and help end the chaos.
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Fourth, you can enter the warehouse (where the looters were) and speak with Ebb
Creakkness inside. Ask him for assistance against the hordes of monsters and chaotic creatures
outside.
Fifth, you can help the trapped men east of the start position. Proceed straight east to locate two
men, Tovus Giljof and Berrog, trapped underneath a mine cart. Talk with Tovus first and offer your
help. As you lift the cart, the other man will shout out in pain. Choose the option to offer help to both
men to earn maximum experience.
Sixth, to the top north just west of the warehouse, you'll spot two large guards on a ramp. At the end
of the ramp lies a wizard, more guards, and an innocent Curst citizen. Approach the wizard and
speak with him about releasing the man. When the conversation turns hostile, defeat the guards and
the wizard to save the man and earn experience points.
Seventh, to the west of the wizard and the innocent citizen and just south of the administration build-
ing, you'll find a mob around a politician. Talk the angry mob into stopping the argument and not let-
ting it escalate to violence. It will let the politician free, and you'll earn some experience.
Eighth, you can proceed to the far west of the start position to witness a hanging. Walk up the ramp
and talk to the judge and convince him to let the man go free, and you'll earn some experience.
You can also take time to kill any hostile creature or citizen while wandering around the town; they'll
continue to spawn, so make sure you have excellent fighting skills and a healthy party if you decide
to take them on for any extended time. If you require rest, you can proceed to the barracks or distill-
ery. When you're ready to head into the next area, approach the administration building to the north
and go inside.
ADMINISTRATION BUILDING
You'll enter the first floor of the administration building on the southeastern side. Be prepared to
tackle some disgruntled Curst residents and some horse-like sohmein. Explore the various rooms if
you wish; they'll yield a few goodies. Proceed to the northeast corner of the corridor to enter the
second floor.
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Once on the third floor, take your time to kill all the creatures and guards you encounter and ravage
the crates and cabinets for items. When you're ready to face Trias, head to the southwest where he
awaits. Speak with Trias about the next stage of your journey, which will take you back to the mortu-
ary, of all places. Eventually, you'll come to blows with Trias, but be sure to milk the dialogue as
much as possible. When Trias attacks, he summons some creatures to assist. Defeat them first,
heal up with charms and items, then focus your party's attack on Trias. When he's eliminated, pro-
ceed to the northeast portal on the third floor, and you'll emerge back at the hive, inside the
Dustman Memorial just outside the mortuary.
Also, if you purchased the metallic cube figurine (the modron cube) from the curiosity shop, you may
want to head in to earn some more experience to level up. Alternatively, you can return to the lower
ward and enter the tower - by standing on the drawbridge if you spoke with Lazlo in the marketplace
- and talk to Coaxmetal, who now has a request. Speak with him about freeing him from his impris-
onment (with the modron cube in your inventory). Attempt to leave the conversation, and he'll ask for
the cube; hand it over, and he'll give you the entropic blade, a talking weapon that can be switched
to any proficiency and will make a fighter's end game even easier.
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When you're finished exploring, go to the hive and talk to Pox, the dustman
just outside the mortuary. Tell him you'd like to go back inside, and you'll gain entrance.
Alternatively, you can just ask Pox to kill you, and you'll emerge back in the mortuary at the
correct location.
FORTRESS ENTRANCE
Talk with Deionarra in the southeast corner before moving into the fortress.
She offers many answers to your questions.
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You begin the next area all alone without the assistance of your former com-
rades. From the start position in the fortress entrance, proceed east and then south to find
Deionarra. Speak with her at length about your quest as she possesses plenty of information.
Also, if you managed to recover her wedding ring from her legacy (way back in the clerk's ward),
you can ask her about it here and receive an upgrade. When you're finished, proceed back to the
west through the start position and to the wall at the end, opening a door into the fortress interior.
FORTRESS INTERIOR
When you enter the fortress, you'll come under attack from vicious greater shadows. Now that you're
alone, there's no chance you can take on all of them. Check your experience count, however; each
greater shadow is worth approximately 10,000 experience points for a kill, so if you're close to the
next level, consider trying to eliminate a few of them so you can gain one more level before facing
off against the final boss.
The goal inside the fortress interior is to activate four different machines to open up the portal that
takes you to the next area of the final quest, the Trial of Impulse. The four machines are located in
the southeast corner over the map, the very center of the level just above one of the blue pools, the
northeast room against the wall, and the pools in the northwest corner of the map in the bottom
room toward the center. Touch each machine lever and activate it. You'll be teleported to a different
location of the level each time you activate the machine. When you've activated all four, head to the
northeast room (where the third machine was located) and hop through the portal.
There are tons of greater shadows on this level, and they should be avoided. Run around quickly
and don't get into any fights unless you're very close to the next level and have tons of healing
items.
TRIAL OF IMPULSE
Upon entering the next area, you'll be greeted by a former party member (or not, whichever the case
may be), either Ignus or Vhailor depending on your alignment. If you're a decent fighter, neither
should pose much of a threat, especially if you're well stocked with healing items. Ignus uses fire
magic, so bring along items that work well against magical fire (such as charcoal charms); Vhailor
uses slashing attacks, so bring along items that work well against slashes, such as the healing heart
charms.
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When you've defeated your adversary, look at the stash of items behind the statue to the
northeast of the crystal pool; you'll find a sounding stone inside. Open your inventory and use the
stone and follow the dialogue to its conclusion. You'll also find a stash of items to the southwest in
the room; it includes some healing items and charms. Once you're ready, use the crystal pool in the
middle of the room to enter the next area.
MAZE OF REFLECTIONS
The next area includes three different incarnations of The Nameless One (four if you count yourself).
Here you'll find the practical incarnation, the paranoid incarnation, and the good incarnation. The
goal is to attempt to talk each incarnation into joining you. The practical incarnation speaks first; he
tells you he desires to absorb you. Make sure you exhaust all dialogue options, particularly if you
possess the bronze sphere regained from Pharod's court.
Don't let the practical incarnation absorb you, or the game will end in failure. You can try to absorb
him instead (requires high intellect attributes); if it fails, try to pull away and attack him. Defeat the
incarnation if you must and use your healing items as needed.
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Talk to the good incarnation next and ask him to join you, and he will. You'll gain some expe-
rience and some statistical boosts as he enters your body. If you have high intelligence, you can
talk to the good incarnation about your previous incarnations, and he'll eventually reveal some
important facts. If you regained the bronze sphere from Pharod's court, you can use it after gaining
the good incarnation - and speaking about your former incarnations - to learn both your real name
and gain a ton of experience.
Finally, talk to the paranoid incarnation and speak to him in the language of Uyo, the same language
you learned to decipher the dodecahedron (this requires moderate intelligence). Convince him to
join you, and he will. Otherwise, go through the dialogue and attempt to persuade him and, if you
can't, you must engage him in battle.
When you're finished with the incarnations, Deionarra appears again. Speak with her through all top-
ics and exit the level to appear on the fortress roof for the final confrontation with the transcendent
one.
FORTRESS ROOF
Upon arriving on the fortress roof, heal up and proceed to the northwest and speak with the tran-
scendent one. Read all the dialogue to get the most out of the story. When battle nears, examine
the dialogue choices. If you snagged the Blade of the Immortal from Coaxmetal way back in the
lower ward, you can discuss it here after talking to the transcendent one about the link between the
two of you. Threaten to destroy yourself with the blade, and the transcendent one will merge with
you, and the game will be complete. This ending provides a unique bonus, as The Nameless One
resurrects all your slain party members for one final word.
If you're a decent fighter and possess plenty of healing items, you may choose simply to go toe-to-
toe with the beast. He isn't too tough, and if you've got a good weapon and high strength, it should-
n't be much of a problem (you'll need about 15 or so heart charms for the best results).
There are several other ways to take out the transcendent one. Most include dialogue sequences
that require high statistics in charisma and wisdom. If you regained the bronze sphere and used it
after absorbing the good incarnation, you can tell the transcendent one your name (after asking him
for it in dialogue) for another way.
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Defeating the transcendent one in battle alone, however, doesn't offer the same ending
results. If you need assistance during battle - for instance, if you're a mage or thief or have weak
weapons or strength - you can attempt to raise your dead comrades to fight with you. You must
heal them up as well, so make sure you possess plenty of healing charms. Again, there are several
ways to talk to the transcendent one, both in combat and through conversation, so you may want to
test out different strategies to view alternate endings.
Once the transcendent one is no more, enjoy the ending sequence, as you've completed
Planescape: Torment!
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