Planescape: Torment чит-файл №3

Planescape: Torment (PC)
The Complete Guide & Walkthrough

November 1, 2000
Version 0.3

Completed: 25-35%

by Dan Simpson (

Email Policy:
If you are going to email me about this game, please put
Planescape: Torment as your email subject as well as the version
number that you are looking at. So your subject line should read
"Planescape Torment (0.3)" or just "Torment, 0.3". Also please
realize that I am not hiding cheats or any other information,
i.e. everything I know about Torment is in this guide.

If you see any mistakes, or have anything that you want to add
please email me! I will, of course, give you full credit for
your addition, and be eternally grateful to you. Email addresses
are not posted in the FAQ, unless you specifically state that
you want it to be.

Before emailing me, check the Frequently Asked Questions section
to see if your question has already been answered.

The most recent version of this FAQ can be found at:

This is a PRELIMINARY version of this FAQ, as such it is not completed. I
have no idea when it will be completed. If my Baldur's Gate FAQ is any
indication, it could take several months. That's the problem with being
this thorough, but I think that it will be worth it in the end. Hope you
like it!

Why do a PS:T guide several months after the game was released? Because I
love this game, and just felt compelled to write a FAQ for it! That's why!
Also no other walkthrough that I have ever seen has fully divulged each and
every thing in this game (such as how much WISDOM you have to have to get a
certain dialogue option to appear, or how a certain dialogue option will
affect your Alignment), and so, I am writing this FAQ.

Planescape: Torment was released in the US on December 10, 1999.

Be sure to download the Game Patch (it fixes the Slowdown bug!) from the
Official Site (

Check out my "Sounds of Torment" page!

And also check out my Torment Items List FAQ, which is on GameFAQs.

This FAQ looks best in Courier New at about 9 points.

This Document is Copyright 2000 by Dan Simpson
Planescape: Torment is Copyright 1999 by Black Isle/Interplay

I am not affiliated with Black Isle, Interplay, or anyone who had anything
to do with the creation of this game. This FAQ may be posted on any site so
long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting
it. You may not charge for, or in any way profit from this FAQ.

What's New in 0.3:
After a VERY long absence, the Torment FAQ is back on the air! (or
something like that) Filled in the walkthrough up to the Weeping Stones

For a complete Version History, check out the Final Words Section at the end
of the FAQ.

Table of Contents:

i. Introduction
ii. Creating a new Nameless One
iii. NPC's (not finished yet)
iv. Alignment
v. General Strategies (not finished yet)


1. Mortuary
2. The Hive
2.1 Hive, Mortuary Area
2.2 Hive, Smoldering Corpse Area
2.3 Hive, Marketplace
2.4 Hive, Northwest Area
2.5 Alley of Dangerous Angles
3. Ragpicker's Square
3.1 Trash Warrens
4. Buried Village
5. Catacombs (not finished yet)


A. Monsters & Monster Strategies (not finished yet)
B. Items (not finished yet)
C. Spells (not finished yet)
D. Miscellaneous Information (not finished yet)
E. Glossary of Terms
F. Character Sounds
G. Utilities & Editors (not finished yet)
H. Online Resources (not finished yet)
I. Strange Things (not finished yet)

Final Words...
Version History

i. Introduction

Torment is not your usual CRPG (Computer Role Playing Game). Firstly, it is
the very first game set in the Planescape Multiverse (and the last as well).
The game is not set in one definite world, but rather, many worlds, or
"Planes" of existence. In the "Planes" belief is literally power, as when
enough people believe something, it can become a reality. This isn't always
a good thing...

Your character in Torment, the Nameless One, is also not your typical Hero.
He has no name for starters. And he can't die. Sure he can be killed, but
that doesn't really get him down, he just dusts himself off and gets right
back up. (usually in the Mortuary) And yet, he has no memories of himself,
the only information he has is written on his back (in tattoo form) and from
a chatty floating skull named Morte.

The Nameless One's Quest is a personal one, rather than an Epic "Save the
World" quest. He wants to discover Who He Is, and Why Can't I Die? In
searching for the answers to these questions, he has run around the
multiverse a multitude of times, and each time he has forgotten what he had
managed to accomplish in his previous attempts. Can he remember long enough
to break the cycle? Will the Nameless One ever be free of his cursed

ii. Creating a New Nameless One

You don't really "create" a character here, you merely "add" as many stats
as you can to do well in the game. You start with a 9 in every stat, and are
given 21 stat points to build with. At every level you get, you will get a
new Stat point to place however you will. There are also various items that
increase your Stats, either by effect, or by permanently raising your stat.

Strength: In combat, strength influences both your ability to hit
(THAC0) and the damage that you can do, while outside of
combat it determines just how much stuff you can carry, your
ability to bash open doors and chests, etc. Also there are
some Dialogue options that can only be successfully completed
with a high (15+ usually) strength score. Strength is great
and all, but for a New Nameless One, it isn't that crucial.
But by the end of the game, be sure to have lots of it!

Most useful for: Fighters, Chaotic, and Evil characters

Dexterity: In combat, Dexterity influences your ability to avoid getting
hit by an enemy. Outside of combat, Dexterity is mainly used
for things like thievery. For example, there are some
pickpockets around, and if you are Dextrous enough (oh, 14+)
you can catch them in the act (although you also have to have
a good Wisdom to know to look for it).

Most useful for: Fighters, Thieves, and Chaotic characters

Constitution: Quickens your regeneration rate, adds more Hp's per level, and
other fun things.

Most useful for: Anyone

Intelligence: No combat effects. Outside of combat the most noteable thing
about Intelligence is how it effects Dialogues. Smart
characters can think their way out of situations (again a 15+
Int is usually required for this). However, some situations
are better solved by a high Wisdom than they are by a high
Intelligence. Intelligence also greatly influences your
mages, not only in the % to learn a spell successfully, but
also in the number of spells that they can learn per Casting
Level. Finally Intelligence increases your Lore skill.

Most useful for: Mages

Wisdom: The best stat in the game, bar none. Wisdom gives a great
bonus to experience (I may come up with a chart on this
eventually), which in turn leads to the faster gaining of
levels. Also has an effect on Priests, by giving them bonus
spells the higher Wisdom they have. But since YOU can't be a
Priest, that doesn't help. The best effect, however, is in
the Dialogues where you will get the BEST options, as well as
the most Recovered Memories, and your "inner voice" will even
warn you of dangerous dialogue options. Also increases your
Lore skill.

Most useful for: Everyone

Charisma: Charisma is useful, but not on the scale of Wisdom. Charisma
has no benefits not in dialgues. It brings up new options,
but these options usually aren't any better than what Wisdom
would get you. Charming your way out of something works less
well than being Wise enough to get out of something. Also can
increase certain rewards.

Most useful for: Chaotic characters

Here are your stats: Here's where I'd add: Here's your new Stat:

STR 9 9

DEX 9 + 2 11

CON 9 9

INT 9 + 6 15

WIS 9 + 9 18

CHA 9 + 4 13
------- ------- -------
54 21 75

You may be wondering why on earth am I neglecting the "most important" stats
of Strength, Dexterity, and Constitution. Well, this is just my opinion of
what works best in Torment. But here's the most important thing to remember:

Wisdom is the most important stat in Torment!!

Yep, you heard right, Wisdom rules. With a high Wisdom, your character gains
quite a good bonus to all EXP earned (either in quests, or defeated
monsters), which REALLY adds up at the higher (21+) levels. If you choose to
place points elsewhere, don't rob Wisdom, or you'll be sorry.

A Wisdom of 18 gives you about a 14.4% bonus to experience.
19 gives you about a 18% bonus to experience.
20 gives you about a 20% bonus to experience.

Why do I recommend placing points in Wisdom, Intelligence, and Charisma?
Because Torment isn't as combat oriented as other CRPG's. A lot of
experience (and other fun bonuses) can simply be gained in conversation, but
only if you have good enough stats (I'll point out in the Walkthrough how
much of each stat you need to get such bonuses). For example, if you are
talking to someone who wants to kill you, if you have a high Charisma, you
could charm them out of it, or high enough Intelligence, and you can
out-think them to avoid combat. (there's one instance of being clever enough
to get someone to *kill* themselves for you!)

Strength, Dexterity, and Constitution are important, but I wouldn't start the
game with them.

Constitution Note:

Constitution is handled differently in Torment, than in previous AD&D
CRPG's. It's retroactive. That is, if you increase your Constitution, you
will gain all the Bonus HP's as if you had had that Constitution from the
start of the game. (This is both good and bad, we'll get to the bad in a
moment) This means that you won't be punished by avoiding Constitution in
the beginning of the game. When you get it later, you'll get all those
HP's that you missed. This is especially sweet when you get an Item that
increases your Constitution, as you'll see instantly your new HP's.

So what's the bad? If you lose constitution, you lose all the bonus HP's
that came with the high constitution. Therefore you can't just give a
CON+2 tattoo to someone, level them up for the bonus HP's, then give the
tattoo to someone else. As soon as the item is gone, so are the HP's.

I think that the good points outweigh the bad points, though.

Specialization Bonus

The Nameless One also gets a Specialization Bonus at the 7th and 12th levels
of whichever class he currently is. You only get each bonus once, so if you
take the 7th level fighter bonus, you can't get the 7th level mage bonus.
You could, however, take the 7th level fighter bonus, then the 12th level
mage bonus. If you do THAT however, you will end out taking the 7th level
mage, as you must have the 7th level specialization to get the 12th.


7th + 1 STR, able to have 4 proficiency in a weapon
12th + 1 STR, + 1 CON, + 3 HP, able to have 5 proficiency


7th + 1 INT
12th + 2 INT, + 1 WIS, + 5 Lore


7th + 1 DEX
12th + 2 DEX, + 1 Luck

Note: If you somehow end out gaining enough experience to the point where
you would be gaining enough levels to get BOTH specializations at
the same time, you actually will only get the first specialization.
So, if you are a Fighter at level 6, and level up to level 12, you
will only get the STR +1.

And besides cheating how would you get into this situation? I have
no idea.

Other Places to Gain Extra Stats:

Mortuary, Starting Level -- Ei-Vene -- MaxHP +1
Smoldering Corpse Tavern -- O -- WISDOM +1

A quick note on Proficiencies:

Unlike in Baldur's Gate where you choose where to place Proficiency
Points when you gain them at your Level Up, in Torment you gain only
Unused Proficieny Points. From there you have to find a trainer to
Use the points in one of the weapon classes. I'd get at least one
point in Axes, Fists, and Edged Weapons, as they have the best

The Nameless One's Biography:

I feel like I've woken up inside someone's dream. I don't know who I am...
I don't know how I got here... and I don't know how to get out.

First thing I remember is crawling off a metal slab in some vaulted
monstrosity called the Mortuary, and some floating skull asking me a bunch
of damned questions.

I've lost my memory, I've lost my possessions, and the only thing I seem to
know is that I can get stabbed, beaten, burned... and I get better. This
regeneration of mine hasn't done much for my looks, but no one seems to

I need to figure out who I am and how I got this way... I feel like
something's missing, something inside, but I don't know what.

iii. NPC's

Here is a list of all the NPC's that can join you in the game, roughly in the
order that you can get them to join (unless you skip one). Morte, Dak'kon,
and Nordom can be "upgraded", that is, their stats will be improved simply by
activating a certain conversation thread. As such, these three have a "How
to Upgrade" section in their description. Also, Vhailor can upgrade YOU, and
as such he also has a "How to Upgrade" section, it just means something else
then Morte's, Nordom's, or Dak'kon's.


Stats: HP AC THAC0 Str Dex Con Int Wis Cha
20/20 4 19 12 16 16 13 9 6


How to get: You start the game with Morte. Just don't misplace him

How to Upgrade: (not finished yet)

Biography: Of course you got questions about me -- you probably have
questions about ALL sorts of things. Let me boil it down for
you: when you've been as dead as long as I have... without
arms, legs, or anything else, you spend a lot of time thinking,
y'know? I figure it's been a few hundred years since I got
penned in the dead book, but time doesn't really tally up the
way it used to... without that mortality thing pressing down on
you, all the days and nights kind of blend together. So you
think about this, and you think about that... and the most
important piece of wisdom I've learned over the past hundred or
so years is this: There's a LOT more obscene gestures you can
make with your eyes and your jaw than most people think.
Without even resorting to insults or taunting, you can really
light a bonfire under someone just with the right combination
of eye movements and jaw clicking. Drives them barmy! If you
ever get beheaded and your skin flayed from your skull, I'll
show you how it's done. I got some real gems, chief -- they'd
drive a deva to murder, they would.

I know what you're thinking: I'm dead. I've lost so much. It
should have sobered me up to all that joy I missed, all those
loves I've lost. Some people get all depressed about death --
they haven't TRIED it, of course -- but one thing they never
seem to realize is how it changes your perspective on things;
it really makes you take a second look at life, broaden your
horizons. For me, it's pretty much made me realize how many
dead chits are in this berg and how few sharp-tongued men like
myself there are to go around -- you spin the wheel right, and
your years of spending nights alone are over!

Shallow? I'm not shallow. I just don't get caught up in all
that philosophy and faith and belief wash that every berk from
Arborea to the Gray Waste rattle their jaws about. Who cares?
The Planes are what they are, you're what you are, and if it
changes, fine, but things aren't bad the way they are -- and I
should know. Go on, ask me some questions about the Planes, or
the chant, or the people, or the cultures -- when you end up
like me -- without eyelids, that is -- you end up seeing a lot
of things, and I can tell you almost everything you need to

It's like this: We're in this together, chief. Until this is
over, I stick to your leg.

Dak'kon (voiced by Mitch Pileggi, Assistant Director Skinner on the X-Files)
Stats: HP AC THAC0 Str Dex Con Int Wis Cha
33/33 6 18 17 16 16 13 13 13

Upgraded 18 18 18 13 13 13

How to get: You will find Dak'kon coolin' his heels in the Smoldering
Corpse tavern, which is one area south of the Mortuary area.

How to upgrade: Once you have become a Mage, talk to Dak'kon about
learning the Way of Zerthimon from him. You must complete
all 8 circles and then Dak'kon will be upgraded. (see
the 'Ragpicker's Square' section for more information)

Biography: My past is not known to you. It is not my will that you
should know it.

Know that I bear the scares of one who has travelled the
Planes. Know that I have never rested long in any one place.
Know that I bear the weight of one who has travelled far to be
in this place.

Know that I am a Githzerai. Know that I am of the people of

It was Zerthimon who knew the Githzerai before we knew
ourselves. He knew what had to be done to free us. From his
knowing, came action. From his knowing, freedom was born.
The Githzerai ceased to be slaves and became a people.

Know that I follow the Unbroken Circle of Zerthimon. His words
are known to me. His heart is known to me.

All that remains is that I know myself.
(not finished yet)
Fall-From-Grace (not finished yet)
Biography: My past is not a long one, at least by tanar'ri standards. I do
not know if you are familiar with the tanar'ri, but we are a
race of the Abyss, a staggered series of Planes filled with
chaos and evil hearts.

I am a tanar'ri, a fiend, a succubus... I grew up upon the
first plane of the Abyss. My mother was a succubus herself --
as I'm sure you are aware, succubi tempt mortals to bring their
souls to the Abyss. My mother was among the finest, seducing
countless mortal men to their eternal damnation. She now
dwells in the Abyss, selling her children into slavery.

She sold me to the baatezu, the blood enemies of the tanar'ri.
I think she rather expected that they would kill me -- despite
her knowledge of other subjects, she knows little of their
culture and the delight they take in tormenting others.

Fortunately, the baatezu are a proud species. The thought a
tanar'ri could best them at anything was something intolerable
to them. So I challenged one of the proudest of the balor to a
contest of improvisation, and it was here that my tanar'ri
heart allowed me to win the day. The tanar'ri are chaotic
creatures, wild and unpredictable. The baatezu are more
cunning fiends, with orderly hearts. They understand
improvisation, but they are not among its best practitioners.
And thus, I won my freedom.

That was a very long time ago. I left the lower planes for
Sigil. I encountered the Society of Sensation, and my
experiences upon the baatezu instilled in me a desire to learn
more of the multiverse.

Why? I believe there is a truth to the multiverse... even if
that truth is that there is no truth at all. I believe that
the Planes are meant to be experienced, and the more one
experiences, in traveling, in joy, in pain, in merriment or in
suffering, the more the multiverse reveals itself to you...

And the more you are revealed to yourself.
(not finished yet)
(not finished yet)
Biography: I am Vhailor. I am a Mercykiller. I am justice.

It is my past. It is my present. It is my future.

All who are guilty shall be punished. I shall not rest until
the sentences of the condemned have been carried out.

Mercy is for the weak. Punishment breaks souls and makes them
worthy of service to their superiors. When the number of
martyrs is great enough, rebellion crumbles.

Know this, and know my heart: There is only one truth in the
multiverse. The multiverse shall be sharpened upon the blade
of justice. With justice as its whetstone, the multiverse
shall achieve perfection.

(not finished yet)

iv. Alignment

Unlike in every previous AD&D CRPG (that's Computer Role Playing Game), you
do not select your hero's Alignment at the start of the game. In fact, you
don't ever get to choose the alignment. Instead, the game decides what
alignment you are based on your actions. If you act Good, then you have a
Good alignment, if you always tell the truth, then you have a Lawful
Alignment, and so forth.

All Alignment notes in the walkthrough are noted as *ALIGNMENT* and they tell
you what you should do or not do to be a certain alignment. (Such as "if you
taunt Morte, you will be more Chaotic")

Note: There are 2 "Ultimate" weapons in the game (outside of items that
you get only via cheating), one for a Lawful Good character
(Celestial Fire), and one for an Evil character (Entropic Blade).

Alignment Types

Lawful: The lawful character always tells the truth, never lies. So, if
you see the "lie" option, don't use it. Law is supreme. If
someone says that Chaos is the way to go, don't believe them. And
don't join up with the Anarchists or the Xaositects either. And
don't waste skeleton's time by bothering them with stupid

Chaotic: Say whatever pops into your head. Make fun of Morte, and ask
skeletons why they bother wearing smocks. Be impulsive. Act a
little crazy now and then. Lie to people. If you told someone
that you wouldn't do something, go ahead and do it anyway.

Good: Do the right thing. Never ever kill people who don't deserve it.
(But go ahead and kill any evil things that you want) Help people
out, and don't ask for a reward. Don't threaten people either.

Evil: Threaten to kill people if they don't do what you want, then
actually kill them. Lie, cheat, steal, kill, hurt, and generally
do everything that you shouldn't. And do the worst thing you can
do, give the Modron Cube to a giant Entropic Iron Golem.

Here are the Alignments:

Lawful Good -- Lawful Good characters strongly believe in order and
the betterment of life for others. Their definition of
"betterment of life" for others can vary, however.

Neutral Good -- Neutral Good characters believe in the balance between
law and chaos, but they lean towards performing good

Chaotic Good -- Chaotic Good characters aren't concerned with structure
or order. They are individualists who tend toward
performing acts of kindness.

Lawful Neutral -- Lawful Neutral characters believe in order over all
other concerns.

True Neutral -- where you start the game

True Neutral characters believe in maitaining the
balance of law and chaos. They don't tip the scales
between the two and tend to oppose anyone who does.

Chaotic Neutral -- Chaotic Neutral characters do not believe in order.
This is the alignment of lunatics, madmen, and
impulsive characters.

Lawful Evil

Neutral Evil (not finished yet)

Chaotic Evil

v. General Strategies

Getting across hostile areas, without fighting:
There are often many times in the game where you won't want to fight, or
simply are too wounded to put up a decent fight. Or maybe you're just
tired of it, in any case you want out. Well here's one strategy I have
used a number of times (namely in the Modron Cube Maze, and in Baator) to
get myself out of a mess.

Say that you are in a relatively safe place at the moment, but if you move,
you'll be attacked in a battle that you can't win. And now you have to get
across a very hostile area with some very nasty monsters in it, to get to a
new area entirely across the way. Here's what I would do:

Send the Nameless One out alone, running to the new area. Don't stop to
fight anything, just run.

It's a lot easier to move just one person out, and avoid fights, the more
people out there, the more likely one of them is to pick a fight. Plus the
Nameless One has regeneration. This strategy takes advantage of the fact
that you only need one member of your party moving to a new area, either by
portal or by walking, to get to that area. In Baldur's Gate you had to
have your entire party going to the new area, but in Torment, any one
person can get to the new area, and your entire party will get there.

Getting through the Modron Cube without a fight:
Similar to the previous strategy, but this one takes advantage of a little
bug in the Modron Cube to get out of every fight altogether. When you
first enter one of the Modron Maze pieces, a Modron Construct will talk to

Here's what you do:

When you first enter the area, PAUSE the game quickly, then find out
where you want to go, and before the Modron Construct can talk to you,
CLICK that. Now the Modron will talk to you, ignore it, and once the
conversation is over, you will be INSTANTLY transported to the new area!


Save before talking to anyone!
The place where you will most likely screw up in the game is in talking to
someone. As such, it is recommended that you save EVERY TIME YOU WANT TO

For example, you may trip a flag that cuts out another dialogue option that
would have lead to a great deal of experience, and possible stat increases
for you or a character. Or maybe you taunt Morte, and that drops your
alignment from Lawful Good to Neutral Good, and you can no longer use the
Drops of Salieru Dei (Permanent Con +1 for Lawful Good chars).

So save before talking to anyone! (In the Walkthrough, I try to point out
every important NPC, and what to say to them, and what not to)

Save before leveling up!
This is most important when dealing with your NPC's and their levels, but
this is equally true for everyone. Before you click the "LEVEL UP" button,
save the game. If you don't like the number of HP's you receive, then
reload and try again. Don't worry about Bonus HP's, worry only about the
main HP's.

So what are good HP's to gain per level?

Nameless One -- 9 or 10 (class doesn't matter, he gets 1-10 no
matter which class he currently is, but
only for the class with the highest level)

Morte -- 9 or 10

Fighter -- 5
Mage -- 2

Fighter -- 5
Thief -- 3

Fall-From-Grace -- 7 or 8

Nordom -- 9 or 10

Vhailor -- 9 or 10

Ignus -- 4

Around level 10, your HP's gained will no longer be random, it will simply
give you a fixed amount every level (for a fighter, you get 3 HP + CON
Bonus), so then you would no longer need to save-level-reload, as it would
be quite pointless.

I say "9 or 10" because sometimes it is just REALLY hard to get the full
10 HP's. If you manage to get it great, but don't spend all day trying.

(not finished yet)


Welcome the the Torment Walkthrough. Throughout the walkthrough you will
encounter situations in which your stats are checked. If you have a high
enough stat, you will get a better option. For example, if you are being
pickpocketed, and you are smart enough, then you can catch the thief.

A summary of all treasures, and experiences is provided at the beginning of
areas (an area is considered to be ONE map area), with in depth information
contained in the bulk of the section.

To find the location of something (you know, the X,Y coordinates), place your
mouse over something, and press the L button. I use the X,Y coordinates for
just about everything in this walkthrough, so ... there.

1. The Mortuary

Note: I list the locations of zombies here, but they always wander around.
So, if they aren't exactly where I say they are, try to find the
nearest zombie.

Area: AR0202, Mortuary Second Floor

Treasures: - 2 bandages (x 1400 y 2100)
- Scalpel (x 900 y 2300)
- Preparation Room Key (x 1250 y 2866, on zombie)
- Receiving Room Logbook (x 600 y 1000)
- Fist Irons (x 700 y 850)
13 Copper Commons
- Rule of Three Earring (x 1080 y 950, on a zombie)
- Bandage (x 830 y 1070, on a zombie)
- Dhall's Quill Pen (x 1330 y 1250, on Dhall)
- Receiving Log Page (x 2090 y 930, on a zombie)
- Bandage (x 3250 y 600)
- Left Arm #985 (x 2934 y 1290)
- Embalming Fluid (x 3435 y 2145)
- Bandage (x 3050 y 2000, locked)
Ancient Copper Earring
- Embalming Fluid (x 3200 y 2215)

Experience: - Getting a Note (x 1080 y 950, on a zombie)
One of the zombies in the third room (if you consider the
room you woke up in as the first room) has a note attached
to it, which you can remove for 250 exp.

- Using the Note to get the Rule of Three Earring
Once you have that note, use it, fold it the right way (see
below) to get an earring and 250 exp.

- Cut the Stitches of a Zombie (x 3133 y 1033)
In Ei-Vene's room, there is a zombie to the south of her
that has some stitches that can be cut for 100 exp, and some
Needle & Thread.

- QUEST Fetch Embalming Fluid and Needle for Ei-Vene
(x 3150 y 790)
In the fifth room from where you woke up, you'll find a
strange Dustman tiefling woman named Ei-Vene, who mistakes
you for a zombie. She asks you to get her Embalming Fluid
and a Needle, which can be found around the mortuary.
Return to her with the items, and play at being a zombie to
get her to upgrade your MaxHP +1 and get 250 exp.

- Remember placing an Item in Zombie '42' (x 3150 y 790)
When you return to Ei-Vene with the items, you may get a
memory returning to you about putting an item into a zombie
marked '42'. The memory is worth 250 exp.

- Get Disguised as a Zombie (x 3500 y 1650)
The Anarchist disguised as a zombie (Vaxis) in the room past
Ei-Vene's can make you look like a zombie (ask him how he
got to look like that, and ask if he can do the same for
you) if you give him Embalming Fluid and a Needle. Return
to him and ask to be a zombie for 500 exp. You can't run
while a zombie, so keeping the disguise isn't really worth

- QUEST Fetch Embalming Key for Vaxis (x 3500 y 1650)
Vaxis, the Anarchist zombie impersonator, wants you to fetch
him the Embalming Key in exchange for information about the
portal out of the Mortuary. Go talk to Ei-Vene for the key
for 250 exp. Take it to Vaxis for another 250 exp. Ask
Vaxis about a Finger Bone for another 250 exp.

- Turn Vaxis in to Dhall
Once you've discovered that Vaxis isn't really a zombie, you
can turn him in to Dhall for 250 exp. However, if you
promised Vaxis that you wouldn't tell the guards, this will
negatively impact your alignment (make you more Evil).

You start the game dead, on a table, being wheeled into the Mortuary. In
the movie, you watch some pretty bad nightmares before waking up from your
death bed. As soon as you are up, a floating skull named Morte floats over
to you and talks to you.

NPC: Morte (No Race, joins you)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
20/20 4 19 12 16 16 13 9 6

Morte quite helpfully tells you everything you need to know right now,
how you got here, and what is written on your back. He also points out
a decent way of getting out of here, by attacking a zombie and stealing
its key.

Check the cabinet at (x 900 y 2300) to get the scalpel. Morte will now
offer you some advice on combat, and tell you to get rid of one of the
zombies. The zombie we want is at (x 1250 y 2866), go down there, press A
and attack him. Once he's down, search his remains to get the key. Don't
bother wasting the other two zombies in here, they aren't worth the

Go to the northern door at (x 700 y 2300) and open it. Once through, Morte
will offer his last of his tips, and you get your first Stat Check! Ask
him about female corpses, and it being his "last chance", and if you get
the option "You CAN'T be serious" then you have passed the Stat Check
(which checks your WIS to see if it is greater than 16). These appear in
the game all the time, and are often quite useful, getting you special
abilities and whatnot. Morte tells you to start a journal, and you'll hear
the first of MANY "Updated my Journal" sounds.

Note: Your journal is one of the most useful tools in the game, so be
sure to use it! The journal is divided into three sections, but
the one you will likely use most often is the "Quests" section as
it shows you every open Quest you are on, as well as completed
quests. Also the main journal is very useful for getting analysis
of conversations, or for just checking out what you have just been

You can talk to one of the female zombies in here, but there isn't much of
a point, although it does bring up ALIGNMENT. How, you say? Because of
Morte. As you talk to the female zombie, Morte will chime in, and you get
all sorts of options to taunt Morte, but doing so will affect your
alignment, by making it more Chaotic. (see the Alignment section above for
more information) If you want to be chaotic, then by all means, taunt
away, just be sure to know what you are doing. There's nothing else in
this room, so continue on to the next room.

In the second cabinet from the door (x 600 y 1000) you will find the
Receiving Room Logbook, which has some interesting (if not entirely useful)
information. Check the zombies here, one of them has some bandages you
can take, and another has an interesting Note that you can use your
scalpel to get at (for 250 exp no less). Use the note:

Upper Right
Lower Right
Upper Left
Upper Right
Unfold the Pyramid

And you get an earring and another 250 exp.

Item: Rule of Three Earring

This earring has the power to create 99 copper commons, but only if you
get it identified, which can cost 100 copper commons. You can also sell
this thing for 120 coppers.

In the center of the room is a giant book (x 1265 y 1180) with a floating
man named Dhall sitting at it.

NPC: Dhall (Githzerai, doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
4/4 10 20 9 9 9 9 9 9

This guy has a lot of information about your current situation, so be
sure to talk to him (despite what Morte says to the contrary). He
mentions a great number of things, such as your having been to the
Mortuary MANY times, that some of your companions are also buried here
(including a woman, he says), and a bit of info on Pharod. He also
mentions how to leave the Mortuary.

There is an INT check in his conversation. If you can ask him "You say
that I have been here more than once. How is it that the Dustmen do not
recognize me?", then you have INT of at least 11.

You can only ask if Dhall doesn't like Pharod much if you have WIS of at
least 11.

Dhall has one odd item on him, Dhall's Quill Pen, which permanently
increases a Mage's Lore Skill, but you can only get it by killing him
right now (although later you can pickpocket it off of him), so you
probably want to pass it up.

Once you are done with Dhall, go through the next door.

Go to the zombie (#1664) at (x 2090 y 930) and talk to him. He has a large
book with a page sticking out. Take the page and leave. This page has
your dead book entry on it, if you're interested in that sort of thing. Go
right through the next door.

The zombie (#506) in the center of the room (x 3133 y 1033) has some
stitches that can be removed via scalpel for 100 exp, and then you keep the
stitches as Needle & Thread (an item used for healing). Another zombie
(#985) south of that one is wobbling, and no matter what you do, it topples
over leaving an arm that can be used as a club. (x 2934 y 1290)

NPC: Ei-Vene (Tiefling, doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
4/4 10 20 9 9 9 9 9 9

Talk to Ei-Vene (x 3150 y 790) until she gives you your first real Quest
(Pharod doesn't count), to fetch her some thread (which you already have)
and some embalming fluid. When you get the items, return to her, and
play zombie (that is, don't act suspiciously living) and she'll upgrade
you (Max HP increased +1, 250 exp). Also you may remember sticking an
item inside a zombie marked '42', which is also worth 250 exp.

You can talk to her all you want after this, but you'll never get an
answer. The only way to screw up here is to Push Her Away, which causes
her to call the guards. So don't do that.

Go through the next door, and into the next room. There is only one thing
in this room, a zombie, who isn't a zombie (x 3500 y 1650).

NPC: Vaxis (Zombie, doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
6/6 8 20 9 9 9 9 9 9

Turns out that this guy is an Anarchist who has infiltrated the Mortuary
to spy on the Dustmen. If you want, he can disguise you as a zombie (see
Experience above) for 500 exp, but all you really need from him is a way
to escape the Mortuary. He mentions portals, but wants something from
you in return for the info. You could be nice and fetch him the
Embalming Key from Ei-Vene, or you can just threaten him to get him to
talk. If you get the key, you get 250 exp from Ei-Vene and another 250
for giving Vaxis the key. He will tell you that you need a finger bone
to activate the portal on the first floor in the northwest. Ask him
where you get a Finger Bone for another 250 exp.

*ALIGNMENT*: If you want to threaten Vaxis with death rather than give
him the key, you need at least 12 STR. However if you do
this, your Alignment will be adjusted in an Evil direction.

If you want to threaten Vaxis with exposing his disguise to the Dustmen,
you need at least 11 CHR, or he won't find you convincing enough.

*ALIGNMENT*: You can also make a VOW to Vaxis that you will not expose
his secret to the Dustmen, and if you do reveal him to
Dhall, your alignment will be adjusted evilly.

You can ask Vaxis about Dhall, Deionarra (he doesn't know her) and most
importantly, he will tell you that Soego seems a little ratlike.

Go to the next room, and up the stairs to the third floor.

Area: AR0203, Mortuary Third Floor

Treasures: - Charcoal Charm (x 3320 y 1250)
- Needle & Thread (x 2150 y 850)
- Bandage (x 1950 y 450)
- Bone Charm (x 1800 y 500, locked)
Corpse Fly Charm
33 Coppers
- Clot Charm (x 1650 y 500)
- Mortuary Task List (x 1400 y 500)
Dustman Embalming Charm (Lesser)
- Mortuary Reminder Message (x 730 y 925, on skeleton)
- Junk (x 1400 y 950)
- Needle & Thread (x 2800 y 1800)
- Junk (x 2900 y 1850)
- Iron Prybar (x 2050 y 2333)
- Dustman Request (x 1900 y 2333)
- 2 Clot Charms (x 1776 y 2363, locked)
33 Coppers
- Green Steel Knife (x 1990 y 1300, skeleton)
2 Clot Charms
- Iron Spike (any skeleton, really)
Leather Strap
- Mortuary Sanctum Key (x 850, y 2000)
- Hammer (x 625, y 1475)

Experience: - Killing a Dustman
If you tell a Dustman that you are lost, or that you woke up
on a slab somewhere, they become suspicious, and you have to
put them down. Doing so gets you 15 exp for a memory (not a
strong memory it says), and 250 exp for the first dead
dustman. Every dustman afterwards is a mere 15 exp.

- Skeleton #42 (x 1990 y 1300, wandering)
We know from the memory on the previous floor that we left
some things in a zombie #42, but that was quite some time
ago, and that zombie is now a skeleton. Check out the
Dustman Request at (x 1900 y 2333) to learn of that. Then
go find #42 (x 1900 y 1300) and talk to him, he's wandering
around the eastern part of this chamber. You will think
that this is the skeleton that you remembered, and will
cross your arms and the skeleton will mimic you. Reach into
its chest and pull out an item, examine that item to get
some coppers, a knife, 2 clot charms, and some rags. You
get 250 exp for your trouble.

If you have a WIS of at least 13, you can puzzle this out
WITHOUT having gone through the memory at Ei-Vene.

- Opening the Ancient Copper Earring
Talk to the zombie in the southern room (#79, x 1670 y 2440)
and examine the "Fanged Circle", and you will notice the
similarities of that and the Ancient Copper Earring that you
possess. Now, examine the Earring (right click it, and
press USE), and now you can open it. You get 250 exp, and
can now use the Earring, and sell it for more coppers.

*ALIGNMENT*: Bugging the skeletons will make you more Chaotic. By
bugging, I mean asking them stupid questions about their
Smock, and whatnot.

Welcome to the Third Floor. If you get stopped by any Dustman, just claim
to be visiting Dhall and they'll let you go. Also, you can deconstruct the
skeletons here for some useless items (trust me, these items suck), so
don't bother unless you're bored. Finally when you talk to a Skeleton the
first time, Morte will wonder if he can "steal" the body of the skeleton.
And in case you're wondering, he can't! He's stuck as a head the entire
game (sorry to spoil it for you, but there it is).

*ALIGNMENT*: If you taunt Morte about being a simple skull, then it makes
you more Chaotic.

Note: You can deconstruct the skeletons if you have a Prybar, or a STR of
at least 13. It doesn't have any effect on your alignment.

In the far northern room, you can pick up a finger bone at (x 1800 y 500),
you will likely have to force the lock as you don't seem to be able to pick
locks yet. Find some junk, and take one. You'll need it later. (if you
must know, you use the junk to open a portal to get to Pharod)

Find Skeleton #42, and retrieve your items from it (see Experience above),
also check out Zombie #79 in the southern chamber to open the Ancient
Copper Earring (also see Experience above).

Go to the Southwest part of the room, and search the shelves at
(x 850, y 2000) for the Mortuary Sanctum Key. Use the key to open the
doors there (x 450 y 1370). If you've done everything you care to, go down
the stairs.

You'll be back on the second floor, so go down again to the first floor.

Area: AR0201, Mortuary Main Floor

Treasures: - Dustman Robes (x 1600 y 2600, Soego)
Bronze Bracelet
Jagged Knife
Mortuary Key
- Rune of Armor (Giant Skeletons)
Rune of Warding
Rune of Lesser Warding
Rune of Greater Warding
- Crescent Hatchet (x 2200 y 1100)

Experience: - Soego opens the Gate (x 1600 y 2600)
If you get Soego to open the gate for you, you get 500 exp.

- Deionarra helps you out (x 1040 y 1070)
You can get 1000 exp from Deionarra for regaining your Raise
Dead Ability (ask her about yourself), you also get 500 exp
for having her tell you about the Portal out of the

- Giant Skeletons
In the center chamber there are 4 Giant Skeletons. If you
can figure out how to deconstruct them on your own, you get
500 exp. A zombie Southeast of them has a book that can
help you. Each skeleton is worth 800 exp to deconstruct,
plus they give you a Rune, which is considered a Spell
Scroll. You deconstruct the skeletons by examining them
carefully, examining the armor, then examine the symbols.
Then you Mar the runes maintaining the warding enchantment
first, then work backwards through the rune pattern.

When you first get to this floor, you will be accosted by a Dustman.
Either feign that you are lost, or snap his neck. You can take his Dustman
Robes to hide as a Dustman (so that other Dustmen don't bother you), but
they aren't really useful.

A little to the Southeast (x 1600 y 2600) you will find Soego, a weird
Dustman with a secret.

NPC: Soego (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
16/16 6 17 9 9 9 9 9 9

Soego is a Dustman with a secret, but you won't learn what that is until
later in the game (though Vaxis gave you a hint). Soego is the man to
talk to if you want to go out the front gate (he has the key), and you
can either kill him to get it, or talk him into opening it for you
(which gives you 500 exp as well). Tell him that you were here to see
Dhall, but that you can do it another time and he'll open the gate for
you. You can also point out to Soego that Vaxis is hiding as a zombie
for 250 exp.

If you try to snap his neck, he won't die, and you'll have to attack him.
You can only grab him if your Dexterity is at least 13.

If you tell him that you are lost, he'll start to call the guards, but if
your Charisma is at least 11 then you can talk him out of it.

*ALIGNMENT*: If you tell Soego that you woke up on a Slab upstairs,
you'll be more Lawful (but the reverse is NOT true, you
won't be more chaotic if you don't tell him).

If you ask Soego to let you out, but you've already stolen the Key (to do
that you would have had to already left and come back as a Thief), then
he calls the guards.

Don't leave the Mortuary yet, we still have one of the most important NPC's
in the entire game to talk to! Wander up the path to the left to (x 1040
y 1070) and talk to the Ghost of Deionarra.

NPC: Deionarra (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
32000/32000 -20 10 9 9 9 9 9 9

Deionarra was a love of yours some time ago, and travelled with you on
your earlier journeys. Now she's dead, and a little bitter about her
fate. Ask her who she is, claim that you feel the stirrings of a memory,
and then ask if she knows who YOU are, and continue talking about
yourself until you get the Raise Dead Ability and 1000 exp. Then ask her
if she can help you leave, then say that you are in danger, and you'll
get 500 exp for her answer on how to leave (which is the same way as
Vaxis' way to leave).

Say farewell, then ask her what her sight sees that yours does not, and
she'll give you a bit of a prophecy.

If you have at least 11 Charisma, or 12 Intelligence you can ask "'My
Love'? Do I know you?" after she first talks to you.

*ALIGNMENT*: If you lie to her and say that her name sounds familiar,
then you become both more Evil and more Chaotic.

Again if you have 11 Charisma or 12 Intelligence, you can pretend to feel
the stirrings of a memory.

If you simply ask to leave without explaining the danger you are in, she
will curse you, and vanish.

Now wander Southeast into the center of the area. There are 4 Giant
Skeletons here (don't attack them). If you're smart enough, you can simply
figure out how to deconstruct them on your own, otherwise continue to the
Southeast to find a zombie (x 3600 y 2000), talk to him, and steal his
book. That zombie always seems to wander around, but he should be about
where I said. (he's #732)

If you figure it out on your own (which requires a 16 INT), you get 500 exp
for figuring it out, and 800 exp for deconstructing the enchantment. You
deconstruct the skeletons by examining them carefully, examining the armor,
then examine the symbols. Then you Mar the runes maintaining the warding
enchantment first, then work backwards through the rune pattern. Each
skeleton will give you 800 exp for taking them apart, and give you a Rune.

*ALIGNMENT*: If you ask Morte if he'd like to attach himself to one of the
giant skeletons, then change your mind because you are
worried about Morte's safety, it will increase your Goodness.

We are done here for now, so either leave through the Portal (x 1400 y 450)
or the Front Gate (x 1040 y 2650). I'd recommend the Portal, but either
way is about the same.

Note: Be sure to come back here when you get the "Stories-Bones-Tell"
ability to talk to the zombies (I'll have another Mortuary Section
after you get that ability showing you which zombies to talk to).

Note: Your disguise (if indeed you are wearing one) will disappear when
you leave.

Area: AR0206, Crypt

Treasures: - 30 Coppers (x 440 y 600)

We're here if we used the portal from the Mortuary. Just grab the coppers
(and take a look at the note if you want), and leave into the Hive.

2. The Hive

Note: The Hive is a set of 5 areas: The Mortuary Area (NE Hive), Smoldering
Corpse Bar Area (SE Hive), Alley of Dangerous Angles, The Market (SW
Hive), and the NW Hive. There are a lot of small things to be
accomplished in these areas, and I would suggest doing all of it as it
can be quite helpful. This walkthrough will be hitting everything in
the Hive in, hopefully, an efficient order.

2.1 Hive, Mortuary Area

Area: AR0200, Mortuary Hive Area

Treasures: - Cobblestone (x 1320 y 2800, zombie)
- Copper Earring (x 975 y 1450, Sev'Tai)
- 15 to 45 coppers (x 1000 y 2300, Baen)

Experience: - Learn the Dabus language
Find one of the Dabus in this area (the floating guys who
hammer on the walls), and talk to him. If you are smart
enough (at least 13 INT or 13 WIS) then you learn the
language of the Dabus and get 1000 exp.

If you have 13 INT, but less than 13 WIS you only get 500

- Pretend to be dead for Pox (x 2030 y 1830)
One of the services Pox will offer you is to smuggle you
into the Mortuary. One way to do it is to actually die, the
other is to simply pretend to be dead. Pox, of course,
wants to see just how convincing you are first, so you
pretend to be dead. If you have at least 13 Charisma, it
will work, and you get 500 exp. If you let him smuggle you
in, then you get another 500 exp.

- QUEST Sev'Tai's sisters revenged (x 975 y 1450)
You'll find Sev'Tai at the Dustmen memorial. Talk to her,
and discover that her 3 sisters were murdered by some
Chaosmen in the area to the south. You can lie, or kill the
Chaosmen to get 250 or 500 exp.

- QUEST Baen's message to Craddock (x 1000 y 2300)
You'll find Baen the Sender just north of the Gathering Dust
Bar. He wants your help in finding Craddock and giving him
a message. You'll find Craddock in the Marketplace Hive,
one area to the south, then one area west (x 2100 y 1040).
Deliver the message to Craddock and return for your reward
of 500 exp (and some Copper, how much is determined by your
Charisma, see below).

- QUEST Ingress (x 626 y 1200)
You'll find Ingress running around this area, if she isn't
at those coordinates... well... she's the one running.
Anyway she's been trapped here for some 30 years and needs
some help to get out. Agree to help her. Now head to the
Smoldering Corpse Bar (one area to the south), go in and
talk to Candrian (x 570 y 1150) the semi-transparent guy.
He'll agree to help her. Now go back to Ingress and tell
her about Candrian. Finally go back to Candrian to get your
reward: 750 experience and Ingress' Teeth

- The Post's Cobblestone (x 1320 y 2800)
Examine the zombie near the Gathering Dust Bar, and pull
the stone out of its head for 250 exp (and you get to keep
the stone).

- The Post shows the way to Pharod
Examine the zombie's Notices to find out that he points the
way to places (such as the Smoldering Corpse Bar to the
south), and then check out the graffiti on him to find a
message from Pharod. The Post will point to the west (and
down) and give you 500 exp.

- Harlot mentions Pharod
Talk to any Harlot here, and agree to pay their fee of 3 cp.
Ask them questions about Pharod, and get an answer for 250
exp. The information costs an additional 9 cp. Also, let
Morte have some fun with the harlot, and you'll have to pay
her again, but he'll get new taunts. (Plus it makes him

- QUEST Angyar's Dead Contract
Go into Angyar's house and talk with him. Be careful not
to provoke him, then talk to his wife. Carefully talk to
her (you can check out her NPC notes below) and find out
that Angyar sold himself to the Dustmen after he dies. She
asks for your help with this. Head over to the Gathering
Dust Bar, and talk to Mortai Gravesend. Convince him one
way or another (see the Gathering Dust Bar area below) to
give you the Contract (which is itself worth 500 exp) and
then take it to Angyar. Don't tell Angyar how or why you
got the Contract, just rip it up in front of him for 750

*ALIGNMENT*: If you tell Angyar "Consider this free" you
become more Good.

One thing that you must worry about while in any city (Sigil or Curst) are
the Thugs. You will see them all over the place, "Hive Thugs", etc. They
will attack you occasionally, but are never that tough to beat.

Talk to Pox (x 2030 y 1830) to find out where Pharod is hiding. He'll also
give you information about Pharod's competitor, which can be important
later. Pox is also your way into the Mortuary (besides simply getting
killed somewhere in the Hive), and you can even get 1000 exp if you pretend
to be dead to get smuggled in. (see Experience above)

Wander over to the obelisk, and talk to Sev'Tai at (x 975 y 1450). Also
near the Obelisk are Quentin, and Death-of-Names. If you want, you can
talk to Death-of-Names and ask him to look up some dead people for you. Be
sure to try Adahn.

NPC: Sev'Tai (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
5/5 9 20 9 9 9 9 9 9

Talking with Sev'Tai you'll learn that her sisters were killed by some
Barking Thugs in the Hive, Smoldering Corpse area. You can volunteer to
help her out by killing 3 thugs to revenge her 3 sisters. So after that,
go south to the next area, and find the three thugs, kill them, and
return for your reward of 250 exp.

*ALIGNMENT*: If you say that "their actions were unjust" you become more
Lawful. If you ask for Coppers in exchange for killing
them you become more Evil. If you lie and say that you
killed them when you didn't, you become more Chaotic.

OR you could just lie to her and say you killed them when you didn't, but
that makes you more and get 500 exp.

Somewhere to the south of the obelisk (he wanders) you'll find a Purple
Dressed Man named Baen the Sender (x 1000 y 2300).

NPC: Baen the Sender (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
5/5 9 20 9 9 9 9 9 9

Baen is a messenger, but hasn't had much luck finding his latest target.
He asks you to look for Craddock and deliver him a message. Agree to
help him, and he'll give you the message to deliver to Craddock. Return
after you have delivered the message (Craddock is in the SW Hive section,
in the marketplace) for 500 exp.

Your monetary reward depends on how high your Charisma is:

10 or less Charisma -- 15 coppers
11-13 Charisma -- 30 coppers
14 or greater Charisma -- 45 coppers

*ALIGNMENT*: If you ask for money for finding Craddock you become more
Evil, but if you don't ask for money, you become more Good.

Head north to find Ingress (x 626 y 1200). She often runs around the area,
but is usually found north of the obelisk (usually).

NPC: Ingress (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
8/8 8 20 9 9 9 9 9 9

Ingress is having a bad... 30 years, as she has been stuck in this plane
too afraid to go in any doorway for fear of being teleported in a portal
to some new hell. Offer to help her out. She is probably your first bit
of information on how this whole Portal System works.

*ALIGNMENT*: If you offer to help Ingress, you become more Good, if you
call her *mad* you become more Evil. And if you tell her
to "die afraid" when you leave, you become more Evil.

NPC: Annah (doesn't join ... yet)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
38/38 8 17 14 18 16 12 10 13

You can also find Annah here south of the Obelisk, but she won't join you
yet, and will just insult you, so there's really not much of a point
talking to her. If you ask her about where Pharod is, she'll just point
you in the exact opposite direction.

When discussing the price of her information, you can "Turn on the charm"
with her to lower the price, if your charisma is at least 14.

*ALIGNMENT*: If you've already been to the southwest (the Alley of
Dangerous Angles), you can accuse her of giving you
misinformation, but telling the truth here makes you Evil,
and bluffing makes you Chaotic.

Just west, and a little to the south of Annah is a zombie called The Post
(x 1320 y 2800).

NPC: The Post (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
12/12 8 19 9 9 9 9 9 9

The Post is just a zombie that stands there and acts as a living (so to
speak) bulletin board. Examine the zombie, and pry out the cobblestone
for 250 exp, and a cobblestone. Next examine all the Notices on his
body, and finish up by checking out the Graffiti. He'll have a message
from Pharod on him, and will point the way to Pharod, which also gives
you 500 exp.

*ALIGNMENT*: Pestering the corpse about how much worse it looks than you
makes you more Chaotic.

You must have at least 12 INT or 12 WIS to notice that he points the way
to various places. (although this isn't necessary to get the exp from
finding Pharod)

You can talk to one of the Harlots here if you want (see Experience above),
then head into the southeast corner, and into the house (x 3190 y 3500)

Area: AR0103, Angyar's House

Talk to Angyar here, but don't provoke him. He won't have all that much to
say to you right now.

After you've talked to him, talk to his wife in the back.

NPC: Wife-of-Angyar (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
4/4 8 20 9 9 9 9 9 9

Ask her politely to calm down and answer some questions, then ask her
what is wrong, and she'll tell you about Angyar having sold his body to
the Dustmen. Find out where and who he sold himself to, and vow to help

*ALIGNMENT*: If you tell her that "If you were going to call him, you
would have done so already." then you become more Evil.
And naturely if you threaten her life, you become both more
Evil and more Chaotic. (and she attacks you to boot!)
If you ask "If you tell me what's wrong, I might be able to
help.", then you become more Good. Offering to help them
also makes you more Good. When you return with the
contract if you demand payment, then you become more Evil.

When you return here with the Contract, give it to Angyar. See Experience
above for more information on that.

Now, go out, and head over to the Gathering Dust Bar (x 1100 y 3000).

Area: AR0205, Gathering Dust Bar

Experience: - Sign a death contract
For signing a death contract with any of the Dustmen you get
750 total experience, and whatever money you can convince
them to pay you. I'd sign with Mortai as you can get him
to pay you 100 coppers (see his NPC note below). If you
want to, you can sign with all three Dustmen, Mortai,
Emoric, and Coppereyes, and each will give you the 250 exp.

*ALIGNMENT*: If you sign more than one Dustmen's contract
then you become more Chaotic.

- QUEST Find out where Pharod gets his bodies (x 615 y 580)
Talk to Emoric about Pharod and he'll give you the quest to
figure out just how Pharod is coming up with so many corpses
to sell to the Dustmen. Return here when you know, and then
tell Emoric what you know for 2500 exp and 300 cp.

- QUEST Clear the Mausoleum for Norochj (x 1130 y 965)
Check out the ad on the zombie outside the bar to discover
that Norochj has a job for you. Talk to Norochj, and agree
to help him. Head out of the bar, and into the Mausoleum.
(see that section below for more information) Clear the
area, and return to Norochj for a reward: 1000 experience.

If your Charisma is at least 16 then you also get: 300
coppers and 3 bandages.

If your Charisma is between 13 and 15 then you get: 200 cp.

Anything lower and you just get the experience.

- Join the Dustmen (x 615 y 680)
Talk to Emoric about the Dustmen beliefs and then ask to
join the Dustmen. He will give you a task to perform, and
when that one is complete will give you another. The tasks
are: Talk to Norochj about the Mausoleum troubles, talk to
Awaiting-Death, talk to Sere the Skeptic, and find Soego.
Naturally these all can't be done right away (especially the
Soego bit). Each of these are listed separately below.
For finally joining the Dustmen you get 2500 exp.

If you already were a member of a Faction before joining the
Dustmen, you get only 1000 exp.

If you tell Emoric that you are immortal (if you have a WIS
of at least 13 you will be warned not to do this) you will
have to renounce your Dustmen membership.

*ALIGNMENT*: If you tell Emoric that you are immortal
anyway you become more Lawful.

Once joined, you can buy things from Emoric.

- QUEST Find the Thief for Norochj (x 1130 y 965)
The first task that Emoric gave you was to talk to Norochj,
do so, and he'll tell you about a thief pretending to be a
Dustman. Head out of the bar, and go one area down, and one
area left. There you will find Ash-Mantle (x 2230 y 1950),
who is your thief. Stop his thieving ways, and return to
Norochj for your reward of 750 exp.

If your Charisma is at least 16 you also get: 300 coppers,
and 3 bandages.

If your Charisma is between 15 and 13 you get: 200 coppers.

Anything less and you just get the experience.

Go back to Emoric to continue your initiation. (he gives you
no extra EXP though)

- QUEST Talk to Awaiting-Death (x 1185 y 1075)
The second task that Emoric gives you is to talk to the
initiate Awaiting-Death. Talk A-D out of his suicidal
leanings (see his NPC section below for more information) to
get 500 exp.

Return to Emoric for another 250 experience, and to continue
your initiation.

First thing's first while we're in here, go talk to Mortai (x 1050 y 650)
and ask him about Angyar's contract. There are several ways to handle this
quest, of course. If you have a forged Dustmen Contract, you can ask to
see Angyar's contract, then if you have at least 14 DEX or 36 Pickpocket,
then you can switch the Contracts. Or, if you have heard about the Dustmen
Philosophy, you can ask to settle the contract, tell him that it is tearing
Angyar's life apart, which will prevent him from reaching the true death,
and that he must hold the Dustmen in contempt to do this. Either way you
get 500 exp.

*ALIGNMENT*: If you try to BLUFF Mortai by telling him that you will
slaughter him, you become more Chaotic. If you TRUTH Mortai
that you will kill him, you become more Evil.

Once you've done that, go give Angyar his contract (just rip it up in front
of him, check out Experience about for more info on that), and come back.

NPC: Mortai Gravesend (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
7/7 8 19 9 9 9 9 9 9

There are a couple more things to do with Mortai beyond simply forcing
him to give you Angyar's contract. Namely, you can sign a Dustmen Death
Contract (the same thing that you just got Angyar out of). The best way
to go about this is to first ask Mortai about Pharod, and from there ask
about Emoric. Now tell Mortai that you were thinking of signing a
Contract with Emoric, and Mortai will raise the rate of the Contract to
100 coppers. Also for signing the Contract you get 500 exp. When you
finish signing the contract you get another 250 exp.

Now that we've mentioned Emoric, we should go talk to him. He's the one
at (x 615 y 680) with the zombie bodyguards.

NPC: Emoric (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
35/35 8 18 9 9 9 9 9 9

Emoric is the man to talk to if you want to join the Dustmen faction, so
ask him about the Dustmen, then ask to join. (trust me) Tell him that
you have no *desire* to join the dustmen, just that you believe what they
believe (this option ONLY comes up if you already know the Dustmen's
philosophy). He will ask you to recite the beliefs of the Dustmen, then
ask if you believe it. You may want to say that Truthfully you don't
entirely believe it, but that with time belief may grow (as that helps
your lawful alignment). He tells you to talk to Norochj for testing.
You can sign another contract with Emoric if you want, but if you've
already signed with someone else (either Mortai or Coppereyes), then that
effects your alignment.

*ALIGNMENT*: If you lie and say that you believe the Dustmen philosophy,
then you will be more chaotic. If you say truthfully that
you don't entirely agree with their philosophy you become
more Lawful. If you sign more than one Contract, then you
become more Chaotic.

Also ask Emoric all about Pharod. He'll tell you that Pharod isn't very
well liked right now, and that he is collecting very very dead corpses
(you can only ask about the Bodies if you have at least 13 Int). Offer
to track down Pharod for him and he'll give you that QUEST. Return later
to pick up your reward of 2500 exp and 300 cp.

*ALIGNMENT*: If you tell Emoric the Truth after promising Pharod that
you wouldn't tell, then you become more Chaotic, otherwise
you become more Lawful. If you lie to Emoric you also
become more Chaotic.

Be sure to return to Emoric after you complete each task he gives you to
join the Dustmen, as he'll give you extra EXP and eventually you'll join
the faction. (which gives more EXP, see Experience above)

Next talk to Norochj at (x 1130 y 965).

NPC: Norochj (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
7/7 8 20 9 9 9 9 9 9

Tell Norochj that Emoric sent you and he'll tell you that there is a
thief running around posing as a Dustman. You'll find the fake Dustmen
in the SW Hive near the marketplace. You can't miss him, he looks like a
dustman, and his name is Ash-Mantle. (x 2230 y 1950, but he wanders)
Take care of him, and return (you can check out that section for more
information) for 750 experience. With 16 Charisma you also get 300
copper and 3 bandages, between 13 and 15 gets 200 copper.

Also with Norochj you can take on his Mausoleum QUEST (see Experience
above and the Mausoleum walkthrough below). This comes up either through
having seen his Ad on the Post outside or asking why he is troubled.

Depending on your Charisma, you'll also get bonus rewards with Norochj,
16 and above gettin an extra 300 copper and 3 bandages, between 13 and 15
getting 200 copper.

Talk to Emoric again, and he'll point you in the direction of another
Dustman, this time, Awaiting-Death (x 1185 y 1075).

NPC: Awaiting-Death (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
2/2 10 20 9 9 9 9 9 9

Awaiting-Death is, you guessed it, awaiting his own death. He wants to
die. Talk to him, and he won't say anything until you make as if to go,
then he'll talk to you. If you've signed a contract with someone, he'll
ask you why you did it. Whatever you tell him you'll get similar
results, he wants to die.

*ALIGNMENT*: If he asks why you signed the Contract you say 'Truth:
"Well, considering that death and I aren't on speaking
terms anymore, I considered it a no-lose proposition."',
then you become more Chaotic.

Beyond this point there are a bunch of different ways to complete the
Awaiting-Death subplot. If you've died once already, you can tell him
what lies on the other side. Or if you want, you can kill yourself to
show him the "power" of death. You can even ask him why he hasn't killed
himself yet, and he'll ask you to do it for him. (If you refuse to kill
him, he won't talk to you ever again) He'll give you money, and you
can strangle him. He'll make as if he wants to live, free him. Turns
out he wants to live.

*ALIGNMENT*: If you ask for money in exchange for killing him, you
become more Evil. If you take his money and run without
killing him (now THERE's a thought), then you become more
Chaotic and more Evil. If you actually go through with
killing him you become more Evil and Chaotic. (also you
don't get as much EXP, and everyone in the bar attacks you)

If you keep his money after freeing him, you become more
Chaotic, if you give it back, you become more Lawful.

For your trouble you get 500 exp.

Go back to Emoric, and tell him that you completed the Awaiting-Death
quest, and he'll ask for your thoughts on the boy. Tell him what you will,
it makes no difference. Emoric gives you an extra 250 exp, and tells you
to talk to Sere now (x 1230 y 635).

NPC: Sere (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
2/2 10 20 9 9 9 9 9 9

Sere immediately thinks that you crawled out of a crypt. (well LOOK at
you!) Tell her you didn't and she will tell you of Hamrys. Ask her
about Hamrys and his father (it could come in handy later). If you have
at least 11 Charisma, you can joke with her instead.

To get her to reveal her doubts, tell her that you are "fresh from the
mortuary." Ask her if she afraid of dying and she says that she is.
Ask her what caused this crisis of faith (available if you have 13 WIS or
talked to Emoric earlier).

*ALIGNMENT*: When she asks 'what do you see' in the bar, if you answer
'a bunch of fun-loving dustmen' then you are more CHAOTIC.
When she asks for you to tell her how old she looks, if you
say 'Truth: Old' you are more LAWFUL. If you 'Let her down
gently' then you are more GOOD. If you 'Lie out of
kindness' you are more CHAOTIC and more GOOD.

Listen to her story. Once you are done listening she asks for your
advice. Whatever you advise you get 500 experience.

Later, if you have joined the anarchists you can try to convert Sere to
your cause. If you have talked with her before, and know of the Dead
Contracts you can easily convince her to do it (1000 experience).

Return to Emoric and apprise him of the results. This gets you another
500 experience. He then tells you to find Soego, who has suddenly left the
Mortuary, and find out what is wrong with him. You won't find Soego for
some time.

Area: AR0208, The Mausoleum
Treasures: - Rags (x 3690 y 590)
- 2 Bandages (x 3620 y 700)
- Clot Charm (x 3820 y 775)
- 11 Copper (x 3875 y 1175)
- 3 Bandages (x 2060 y 3100)
- Heart Charm (x 1900 y 3000)
- 2 Bandages (x 2600 y 2140)
- Bone Charm (x 3600 y 1600)
- Rags (x 3575 y 1470)
- Bandage (x 3100 y 1150)
- 7 Copper (x 1740 y 1540)
- Silver Ring (x 333 y 2000)

After talking with Norochj, you are given the assignment to clear out the
Mausoleum of intruders. In the slums, you will find the portal into the
Mausoleum in the top middle of the map (x 600 y 1025).

Enter and talk to the Guardian Spirit. It would seem that you are not the
first to enter the Mausoleum. Agree to find this intruder for the Spirit.
He tells you that the dead are restless and may attack you. (if you did
choose to fight the Spirit, it is worth 1000 experience, but that is less
than what you get if you complete its quest)

Go right, there will be a Magic Missile trap along the passage, but don't
worry about it. You will quickly find 4 or so skeletons near some open
graves (x 3700 y 600). Kill them (65 exp each) and search the crypts. Go
down, there will be another crypt, keep going south. Soon the passage
turns left, go that way until you bump into more skeletons getting out of
their crypts (x 2060 y 3100). Again, search the crypts.

Keep going left. Just past the path that goes north you will find a giant
skeleton (175 exp), (x 700 y 3030). Further left is the passage to the
Inner Chamber, which is where we want to eventually end out, but not right
now. Take the path north. When the path splits in two, take the right
path. This path quickly splits again, take the northern path (x 2020
y 2235). Here are more skeletons crawling out of their graves, put them
back in. One of the graves has some items. Continue up, then right. (you
may see another Giant Skeleton here)

A couple of open crypts here. Further up you will find a passage that
leads elsewhere on this level. Go back down, and to the left, then take
the passage up (x 2800 y 1600). When you get the option of going up or
down, go down to find more skeletons and a crypt. Go left, down and then
left again. Search the final crypt, then head over to the entrance to the
Inner Mausoleum.

Area: AR0209, Inner Mausoleum
Treasures: - Scroll of Ice Knife (on Strahan)
Rusty Knife
- Strahan's Diary (x 460 y 500)
Scroll of Strength
Scroll of Chromatic Orb

NPC: Strahan Runeshadow (hostile)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
25/27 7 18 9 15 9 17 13 16

Strahan knows that you are an immortal, and seeks your blood for no doubt
nefarious purposes. Nothing you say to Strahan will prevent a battle
from breaking out. Do your best to kill him. (975 experience) Once he
is dead, all his skeletons die with him.

Search his body to find his treasures: Scroll of Ice Knife, Bracelet,
Rusty knife.

Search Strahan's podium over to the left to find some more treasures.
Leave this area and the Spirit will reward you with 2000 experience. You
can then leave the entire Mausoleum. Return to Norochj for a further
reward (which varies based on Charisma, see the Norochj NPC above).

2.2 Hive, Smoldering Corpse Area

Area: AR0400, Smoldering Corpse Area (AR0400)

Experience: - Damsel in Distress (x 2050 y 800)
When you run into the Damsel in Distress, if you have at
least 14 INT, then you can tell that she isn't really in
"distress," which gets you 500 experience, but makes you
either more EVIL or CHAOTIC.

- Mourns-for-Trees (x 2220 y 570)
Talk to Mourns-for-Trees and agree to BELIEVE in his trees
to get 500 experience. If you can convince 3 other people
(your companions) to believe as well you can get another
500 experience.

- Drunken Harlot (x 1990 y 1840)
A Drunken Harlot near the Smoldering Corpse entrance will
attempt to pickpocket you. If you have 16 Wisdom, 10
Pickpocket skill or Annah in the party you can notice.
Watch her technique for a range of experience:

Wis 13, Int 13 or greater -- 750 experience, +1 pickpocket
Wis 13 to 15 -- 1000 experience, +3 pickpocket skill
Wis 16 or higher -- 1250 experience, +5 pickpocket skill

Then if you catch her wrist (13 DEX required) you can snap
her neck for another 250 experience.

- Join the Chaosmen (x 3530 y 1630)
This is not covered in the main walkthrough as I don't
recommend doing it. Once you have become a Chaosman, you
will probably never become Neutral again (much less Lawful).
In order to get all the dialogue options to even appear, you
must be fairly CHAOTIC to start with.

Go up to Barking Wilder and Growl at him. Then Snarl at
him. Improvise a Song. Then say "join the can I the
chaosmen" and he will let you join. (1000 experience if you
haven't already joined a faction) Do that same thing again
(ask to join again), and when he points out that you already
are a member. Say "Exactly" and you get another 2000

*ALIGNMENT*: Doing pretty much anything with Barking Wilder
will make you VERY VERY CHAOTIC.

- Barking Wilder and your Journal (x 3530 y 1630)
To the right of the Smoldering Corpse, you will find a crazy
Chaosman by the name of Barking Wilder. Talk to him, and
avoid saying anything crazy (else your alignment becomes
more Chaotic) Ask him about your journal for another 1000

(x 2050 y 800) In the northern part of this area you will find a Damsel in
Distress. She asks for your help, then lures you into a trap. Fight off
the goons and take their items. The Damsel will run away. (If your INT is
at least 11, you will notice holes in her story when she talks to you, you
can get 500 exp out of this, but you will change alignment)

*ALIGNMENT*: Once you have revealed the Damsel's treachery (with your high
INT), if you 'Truth' threaten her, you become more EVIL. If
you 'Bluff' threaten her, you become more CHAOTIC.

Further right (x 2900 y 850) you will find the Starved Barking Dog Thugs,
whom Sev'tai wanted you to kill for revenge. Each of them is worth 175 exp
and have minor treasures. Kill three of them, then return to Sev'tai for a
reward. (250 exp and a copper earring)

*ALIGNMENT*: If you start howling with the Barking Dog Thugs then you
become more CHAOTIC. Snarling does the same thing.

NPC: Mourns-for-trees (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
3/3 10 20 9 9 9 9 9 9

At the top of this area you will find the ubiquitous Mourns-for-trees who
is literally right now, mourning for trees. (x 2220 y 570) He asks you
how you are.

*ALIGNMENT*: If you reply that 'it doesn't really matter', then you
become more CHAOTIC.

Ask him how he is and he is very sad, his trees are dying, and there
isn't much he can do about it... by himself.

*ALIGNMENT*: If you agree that it IS sad that the trees are dying, then
you become more GOOD. If you say 'all things die', then
you become more CHAOTIC. If you say that trees are useless
you become more EVIL.

If you tell him that it is sad that the trees are dying, he wants to tell
you something, but waits for you to ask questions. Ask him what he was
going to say. Listen to him. He says that if enough people CARE about
the trees, then they will live.

*ALIGNMENT*: If you say that 'that makes no sense' then you become more

He then asks if you will help him out and BELIEVE in his trees. Doing so
gets you 500 experience.

*ALIGNMENT*: Saying 'Truth: I'll help' makes you more GOOD. Lying that
you will help makes you more CHAOTIC.

If you have more people in your party you can ask them to BELIEVE in his
trees as well:

Morte -- Says that he will help. However, if you have a Wisdom of at
least 13 then you are suspicious and ask him again.

Annah -- Getting Annah to care about trees requires that you have a
Charisma of at least 16.

Ignus -- Don't ask Ignus to help, as he will want to burn the tree.
(letting him burn the tree makes you much more EVIL)

Grace -- Does it when asked.

Dak'kon -- If ordered to help the trees (if you discovered that he is
your slave), then his Morale will decrease. Simply asking him

Nordom -- Requires that you have 15 INT to figure out the way to tell
Nordom how to save the trees.

Vhailor -- won't help the trees.

Ask him how the trees are doing. When you get 3 companions to believe
for the trees you get 500 experience.

Go right then down. Talk to Barking Wilder (x 3530 y 1630) about your
journal for a quick 1000 experience. (if you want to join his faction, the
Chaosmen, then see the Experience above) He mentions having seen it at the
Sensates and in a tomb under the city. (the only non-chaotic way to get to
that point requires you to have a Wisdom or Intelligence of at least 13)

In the top right corner of the map is Fell's Tattoo parlor. (x 4000 y 1400)
This becomes much more significant later, but right now, it is just a shop.
We will be coming back here when we get a tattooed former body part of

Go left. Find the Drunken Harlot (x 1990 y 1840).

NPC: Drunken Harlot (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
3/3 10 20 9 9 9 9 9 9

Talk to her shortly, but you won't get anything out of the conversation.
Then as you are about to go, if your Wisdom is at least 16, your
pickpocket skill is at least 10 or Annah is in your party then you will
notice that she is stealing from you. Bait her to keep doing it to
observe her technique to get:

Wis less than 13, Int of 13 or greater -- 750 experience, +1 pickpocket
Wisdom between 13 and 15 -- 1000 experience, +3 pickpocket skill
Wisdom at 16 or higher -- 1250 experience, +5 pickpocket skill

Then if your Dexterity is 13 or higher you can grab her hand. Then kill
her to get another 250 experience. (no effect on alignment) Once she is
dead then you can get your 10 copper back.

Enter the Smoldering Corpse (x 2300 y 1600).

Area: AR0402, Smoldering Corpse Proper

Treasures: - Old Eyeball (x 570 y 840)
- Negative Token (x 570 y 1150, on Candrian)

Experience: - Dak'kon (x 970 y 980)
Ask Dak'kon about the city being flawed, and if you have
a high Wisdom or Intelligence you can give him a bit of a
philosophy lesson which is worth 500 experience. When he
joins your party you get another 1000 experience.

- Barkis and your Old Eye (x 570 y 840)
Talk to the bartender and he knew you from before. He has
one of your old eyes, which you can buy back for 500 copper
(or 300 if your Charisma is at least 13). Dig out your
eye and put in the new one to get some experience (1000 if
you have 13 WIS, 750 else) and a Proficiency Point.

- Barkis and the Barfly (x 570 y 840)
Talk to Barkis about the people in his tavern and he asks
you to help him settle one of their bar tabs. Go find
Mochai (x 2020 y 1015) and demand that she pay the tab.
Solve that one way or the other, and return to Barkis for
1000 exp and full bar priveleges.

The first thing you will probably notice in here, is the burning man just
ahead of you (x y ). You can examine him, but nothing comes of it just
yet. To the left is a woman named Drusilla (x y ) who was Ignus' lover.
She has nothing important to say at the moment.

Go left up the stairs. There are many things to be done, but the first
is probably to talk to Dak'kon (x 970 y 980).

NPC: Dak'kon (joins you)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
27/33 6 18 17 16 16 13 13 13

Talk with Dak'kon until you can ask him some questions. Then drill him
for information on what he is, githzerai, karach blades, etc. Then talk
to him about the city. He claims that the city does not *know* itself.
If you have any combination of at least 13 WIS or 13 INT, then you can
say various "Truth's" about the city.

*ALIGNMENT*: If you say that the city is *not* flawed as something need
not be ordered to have a purpose, then you become more
CHAOTIC. If you say that the city is *not* flawed because
maybe he just doesn't see the purpose, then you become more

Dak'kon will respond to your Truth with a question. If you have at least
14 Wisdom or Intelligence you can respond with another Truth that you
suggest that Dak'kon himself is flawed. This stuns him somewhat, follow
this up by pointing out that we *know* ourselves through questions to
get 500 experience. Dak'kon recognizes these words as his own and offers
to join you. When he joins you get another 1000 experience.

You can then ask him further questions. Ask him about the Githzerai,
then their language. Get him to teach it to you for 600 experience.

*ALIGNMENT*: When you ask Dak'kon if he knows himself, he grows silent.
If you force the point, then you are more EVIL.

Dak'kon is a very valuable member of the party. He is one of the best
fighters in the game, his weapon is first class, and IMPROVES as he goes
up in level. Plus he can cast magic. Be sure to talk to him again when
you are a mage.

Next go over and talk to Candrian (x 570 y 1150). He's slightly phased out
and hard to see, but he's there.

NPC: Candrian (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
65/65 9 11 17 15 17 14 17 10

Candrian is a Planeswalker. That is, he wanders around the planes on a
professional basis. He knows where portals are, how to open them and
where they go. After a little speech in which he tells you this you can
ask him some questions.

If you met with Ingress near the Mortuary, tell Candrian about her and
he agrees to help her out.

Ask him about the planes and he mentions that he is "back from negation".
Follow this question up by asking about that. Ask him how he survived
and he will give you a Negative Token, which equips as a ring and
protects against Shadows.

You can also pump him for information on the Planes in general, but he is
VERY wordy. (You should do this anyway)

Once you've talked to Candrian, return to Ingress (near the Mortuary) and
tell her the good news. Return to Candrian to get 750 experience and
Ingress' Teeth. These teeth are one of Morte's best weapons. As he goes
up in levels, you can tell the teeth to become more powerful.

Morte Level 5 -- Teeth can become Magical (+1 to hit, +1 dmg)
Morte Level 8 -- Teeth can become MORE magical (+2 to hit, +2 dmg)
Morte Level 12 -- Teetch can be ultimate (+3 to hit, +3 dmg, paralysis)

Next talk to Ebb Creakknees (x 530 y 1140) who is just to the left of

NPC: Ebb Creakknees (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
67/67 0 11 17 16 17 15 13 12

Ebb is another good source of information about the city and things that
happen in the city. Nothing else happens with Ebb. You will meet Ebb
again, but not for some time.

*ALIGNMENT*: If you want to, go up and talk to Alais (x 475 y 1025).
Only one thing to note, that is, if you LIE to him, you are
more CHAOTIC, if you tell the TRUTH then you are more LAWFUL.

*ALIGNMENT*: If you talk to Ilquix (x 680 y 785), he'll mention that he
despises creatures of law. If you agree with him you become
more CHAOTIC. If you tell the TRUTH that you disagree with
him then you become more LAWFUL. And if you LIE, then you
become more CHAOTIC.

Also, Ilquix is a Demon, whom you can attack if you want. (70 HP, -7 AC,
12,000 exp)

Talk to O (x 1050 y 870). Yes, that is his name, O. As in the letter
after N.

NPC: O (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
200/200 -6 7 19 18 18 18 18 18

O immedately says that he knows you. He mentions that your quest to
know yourself always ends in your amnesia. You could challenge him to
battle to tell you more, but, you really shouldn't.

Ask him about who he is (and don't call him crazy). Ask him WHAT he is,
and then ask what that means. Ask then if he knows the secrets of
existence. He knows parts of many. Finally finish by saying that he
DOESN'T know the secrets of existence and you get a:


And O disappears.

Next talk to Barkis behind the counter (x 570 y 840).

NPC: Barkis (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
5/5 10 20 11 15 12 12 10 12

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

If you have 13 or more Wisdom then you get 1000 experience and an extra
Proficiency Point for this. If not, you gain 750 exp and the

*ALIGNMENT*: If you demand your money back, and threaten him you become
more EVIL.

Ask him about the Patrons and he will ask if you want a way to earn free
'Bub' (by which he means Alcohol). Say yes. He tells you that there is
a person over to the right who is trying to flee the bar without paying
her bills. Agree to help him. When you have solved this problem, go
back to Barkis and get yourself a reward: 1000 experience and full
bar privileges.

You will find Mochai over to the right (x 2020 y 1015).

NPC: Mochai (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
35/35 2 16 11 12 12 12 16 12

Mochai is pretending to be a Dustman, powers only knows why. If you have
13 or more INT then you immediately recognize that she isn't a dustie.
You can then accuse her of not being a Dustman and even threaten her
unless she pays you off.

*ALIGNMENT*: Needless to say, doing THAT makes you more EVIL.

If you talked to Barkis, tell her to pay her Bar Tab. She says that
she doesn't have the money to do such a thing and wants you to chip in
100 copper to help out. At this point, you can either help her with the
money, Distract her and poison her drink with Embalming Fluid (requires
a Dexterity of 13) or simply attack her.

*ALIGNMENT*: Lending her the 100 copper makes you more GOOD, poisoning
her makes you more EVIL.

Then wait for her to wander over to Barkis and pay off her Bar Tab, then
talk to Barkis again.

That is it for the Bar, for the moment, so leave.

2.3 Hive, Marketplace

Area: AR0300, Marketplace Area

Treasures: - Clipped Copper (x y , Reekwind)

Experience: - Ash-Mantle the Thief (x 2230 y 1950)
Talk to the false dustman and he will attempt to rob you.
If you have 13 Wisdom, 10 pickpocket skill or were warned
by Norochj about him, then you can catch him in the act.
Watch him to get:

Wis 12 or less, Int 13 or more, 750 exp and +1 pickpocket
Wis 13 to 15 gets you 1000 experience and +3 pickpocketing
Wis 16 or greater 1250 experience and +5 pickpocketing

- Reekwind's Story (x 2650 y 1000)
Ask Reekwind for a story and then proceed to tell him the
story of how you ended out talking to him. (This requires
either 13 INT or 13 WIS) Conclude your story with a
definite statement for 1000 exp. If you ask him for an
ending you get only 500 exp.

- QUEST Reekwind's Curse (x 2650 y 1000)
Talking with Reekwind, and hearing the story of how he was
cursed, you learn that a mage cursed him. You find this
mage much later in the Sensatorium. His name is Jumble

- QUEST Find Jhelai for Craddock (x 2100 y 1040)
When you have delivered Baen's message to Craddock he wants
you to find one of his missing workers, Jhelai. You will
find this fellow in front of the Smoldering Corpse Inn.
Go talk to Jhelai, who won't go back to work, and return
to Craddock. Relay the message word for word to get 500
experience and some new Taunts for Morte. You can then
fill in for Jhelai, and depending on your STR you get paid
10 copper (12 or less STR), 20 copper (13 to 15 STR) or
30 copper (16 STR).

- QUEST The Crier of Es-Annon (x 575 y 1830)
Talk to the Crier of Es-Annon and learn that he mourns for
a dead city. Offer to put the name of the city on a
tombstone to memorialize the city forever. Go over to the
Obelisk near the Mortuary and have Death-of-Names bury the
name of Es-Annon (costs you 3 copper and you get 500 exp).
Return to the Crier to get another 500 exp. Or you could
suggest that he give up his mournful lifestyle (requires a
14 INT, WIS or CHA) for 750 exp.

NPC: Ash-Mantle (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
7/7 8 19 9 9 9 9 9 9

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

*ALIGNMENT*: If you tell him where the bar is anyway, you become more
GOOD. If you tell him that you have heard of it, but want
money you become more EVIL. If you LIE and tell him that
you know where it is, for a price, then you become more
EVIL and CHAOTIC. Finally if you LIE and say you don't
know where it is, when you have already been there, then
you become more EVIL and CHAOTIC.

If you talked to Norochj before coming here, then you can raise the point
that there is a "Dustman" pickpocket around. At which point, if you have
at least 13 DEX you can grab his hand to stop him from running off.
With him in your grasp you can ask him all the questions you want.

*ALIGNMENT*: If he asks if you will let him go if he answers your
questions, and you VOW to let him, then you become more
LAWFUL. If you LIE you become more EVIL. If you emphasize
that you will let him *live* (either a TRUTH or a BLUFF)
then you become either more CHAOTIC or more EVIL. However,
if you make the vow to let him go, you can only ask ONE
question, if you ask two then you become more CHAOTIC. (or
both CHAOTIC and EVIL)

You also get to decide what to do with him afterwards. Kill him, let
him go, warn him sternly, etc.

*ALIGNMENT*: If you threaten him you become less good, if you bluff
him you become more CHAOTIC. (although he will give you 50

If you haven't talked to Norochj, then when you say goodbye to Ash, he
will attempt to pick your pocket. If you have at least 13 WIS, 10
Pickpocket skill, were warned by Norochj, or caught him using the word
'sect' then you will notice this and have the option to grab his hand
(requires 13 DEX) or better yet, watching him work:

Wisdom of 12 or less, but Intelligence of 13 or more gets you 750 exp
and +1 pickpocket skill.

Wisdom between 13 and 15 gets you 1000 experience and +3 pickpocketing.

Wisdom of 16 or greater gets you 1250 experience and +5 pickpocketing.

After which you could then grab his hand, attack him, etc.

Go north and then east to find Reekwind (x 2650 y 1000) who has an
unusual problem.

NPC: Reekwind (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
5/5 8 20 9 9 9 9 9 9

Talking with Reekwind he tells you that his name is lost to him, since
he has been cursed with a Stench, he goes by Reekwind.

*ALIGNMENT*: If you say that the new name "fits you well" you become
more EVIL.

He is a storyteller now, and the cost is 3 coppers a story. Pay him and
hear a tale.

*ALIGNMENT*: If you lie that you have no money you become more CHAOTIC,
however if you Truth that you have no money you become
more LAWFUL.

He tells you the story of how he was cursed by a mage for no apparently
good reason. He has two other stories that he tells after that, one
about the Alley of the Dangerous Angles, Pharod and another about Ignus.
Pay him for all stories. (trust me)

If your Wisdom or Intelligence is 13 or higher you can tell Reek the
story of your life. Reekwind asks how your story ends by saying that
only you can answer it. Choose an answer to your story to get 1000
experience (if you have him answer it you only get 500). Reekwind then
wonders if the story will answer itself in time. (and gives you a
Clipped Copper item)

*ALIGNMENT*: There are three "truths" you can say at the conclusion of
your story. If you say "what happens will happen" you
become more CHAOTIC. If you say "it must have an answer"
then you become more LAWFUL.

Now you just have to de-curse him.

Go left from Reekwind to find Craddock. (x 2100 y 1040) Deliver Baen's
message to Craddock, who seems very irritated. One of his workers has
wandered off and won't work. Jhelai has run off to the Smoldering Corpse
Tavern and refuses to come back. This is enough for Baen to give you
experience, but you can get more from Craddock if you help out.

*ALIGNMENT*: You will become more GOOD if you agree to help him. You will
become more EVIL if you want money to help him.

Go back to the Smoldering Corpse area and find Jhelai (he is near the
entrance to the Tavern). Talk to him, and you will quickly get the
impression that Jhelai won't be coming in to work. (250 exp) Return to
Craddock and relay Jhelai's message word for word. (500 exp) This pisses
Craddock off (such that Morte gets some new Taunts). You can then offer to
fill in for Jhelai. You get paid based on STR. (if you need more STR, just
have Dak'kon cast Power of One on the Nameless One)

12 or less: 10 copper
13 to 15: 20 copper
16 or more: 30 copper

*ALIGNMENT*: Relaying Jhelai's message WORD FOR WORD makes you more
LAWFUL. Offering to help makes you more GOOD.

Near Craddock is a Gith named Gaoha whom you can gamble with. Whether you
win or lose, he won't want to gamble with you again, says you have NO luck.

Go left and down to find the Crier of Es-Annon (x 575 y 1830).

NPC: Crier of Es-Annon (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
5/5 9 20 9 9 9 9 9 9

The Crier of Es-Annon (another person who is named after what he DOES)
mourns for a city that has died. If he stops wailing out its name, it
will be forgotten forevermore. Ask if you can help.

If you have 14 INT or WIS then you can suggest that a Tombstone would
memorialize the city just as well. Go to the Obelisk outside of the
Mortuary and have Death-of-names bury 'Es-Annon'. (costs 3 copper and you
get 500 experience) Return to the Crier to get another 500 experience.

*ALIGNMENT*: If you agree to do this for free you are more GOOD. If you
want money you are more EVIL. When he pays you, if you
laugh at him and leave, then you are both more CHAOTIC and

If you don't think of a Tombstone then you can simply offer him some
advice on what to do with his life. You can tell him to forget the
city or to go find his brothers. Either way you need 14 INT, WIS or CHA.
For these you get 750 experience.

Area: AR0302, Office of Vermin Control

There's only one person in here to talk to, Phineas T. Lort the XXXIX. You
can rob him, but I wouldn't (for two reasons), one it makes you more EVIL
and two it reduces a later reward. You can sell him any Cranium Rat tails
that you have for 1 copper each. Not a terribly good rate.

Once you have sold him 6 rat tails, he will become panicked. Seems that a
"giant rat" barged in and threatened him. He gives you a key and tells you
to enter his back room. Enter and kill the Wererat (270 exp). There is
also a box of items in the middle of the room.

Come back to get a reward of 200 copper and 1000 experience. (or if you
robbed him earlier, 100 copper and 500 experience)

If you need a place to sleep, simply ask him how someone so "illustrious"
ended out here... zzzz.

2.4 Hive, Northwest Area

Area: AR0100, Northwest Hive
Experience: - QUEST Deliver Mar's Box (x 1100 y 1440)
Near the dead lim-lim's you will encounter a fellow by the
name of Mar who gives you a box. Take this box to Ku'atraa
(250 exp), Brasken (250 exp) and Shilandra (250) and finally
to Aola within the Alley of Dangerous Angles Cathedral.
(x 2450 y 1300) He can break the curse on the box (1000
exp). Return to where Mar was, except now you will find him
(x 1015 y 700), again with dead lim-lims around him.
Talk to him, and tell him that you destroyed the box. Now
he thinks that you might kill him and exchanges his life for
1250 experience, a Hollow Axe and 500 copper.

- Fleece (x 2050 y 590)
Talk to Fleece for a bit, and whether you help him out or
not, when you go to leave he will try to rob you. You will
notice this if you have 13 WIS, 10 pickpocket skill or
Annah in the party. Then you can watch him work to get

Wis 12 or less, Int 13 or more, 750 exp and +1 pickpocket
Wis 13 to 15 gets you 1000 experience and +3 pickpocketing
Wis 16 or greater 1250 experience and +5 pickpocketing

Then you can grab his hand (DEX 13+) and convince him to
give you all his money (CHA 11+). What you do to him after
that is academic.

- QUEST Porphiron's Necklace (x 1980 y 885)
Talk to Porphiron and he tells you that he had an item of
his stolen by some goons. Go over to the Smoldering Corpse
area, and talk to the three goons in Red to the left of
the Bar. You can get the Necklace however you want (buying
it gets you 500 experience, lying to get it gets you 250,
or you could just kill them for it) and return it to
Porphiron for another 1000 experience. Plus he will train
you as a warrior.

You will find Fleece in the upper right portion of this area (x 2050
y 590). Talk to him.

NPC: Fleece (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
7/7 8 19 9 9 9 9 9 9

Talk to Fleece and he claims that he is looking for his Aunt Marguerite's
house, who supposedly lives somewhere near the Mortuary. Tell him you
want to help, but there is no real way to help him.

*ALIGNMENT*: If you say "certainly" to him, then you are more GOOD. If
you say that you don't have the time, then you are more
EVIL. If you tell him the Truth that you don't know where
she lives then you are both more GOOD and LAWFUL. If you
Lie that you will tell him for a price, you are more EVIL
and CHAOTIC. If you continue to lie you become even more
CHAOTIC and EVIL. If you tell him that what he really
meant was a local brothel you become more CHAOTIC.

Regardless of that, when you are about to leave, if you have 13 WIS, 10
Pickpocket, or Annah in the party you will notice that he is picking your
pocket. Bait him into doing it again so you can observe his technique,
your reward is Stat based:

Int of 13, Wis less than 13 -- 750 experience, +1 pickpocket skill
Wis between 13 and 15 -- 1000 experience, +3 pickpocket
Wis of 16 or higher -- 1250 experience, +5 pickpocket

Then if you have 13 DEX or higher you can quickly grab his hand. Then
with a Charisma of at least 11, you can convince him to shut up and
return your money. He gives you 38 copper, which is more than what he
stole from you.

*ALIGNMENT*: If you return the extra money, you become more LAWFUL. If
you attack him you become more EVIL and CHAOTIC. Oh, and
if you simply keep the money... nothing.

South of Fleece you will find Porphiron (x 1980 y 885), who needs a good
talking to.

NPC: Porphiron (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
48/48 0 10 19 16 14 14 14 12

Porphiron is angry. He let himself be robbed because he didn't want to
fight. He is a warrior and a pacifist, a strange mix. He tells you that
3 thieves took his prayer beads and won't return it. You can offer to

*ALIGNMENT*: If you say that you will see if they will return it, you
become more GOOD.

Although he can't do violence himself, he wants YOU to bring violence to
these crooks when you find them. They are 3 thieves, dressed in red and
black near the Smoldering Corpse Inn. Head over that way.

You find the three thugs to the left of the Tavern (x 1160 y 1340).
Talk to the Leader. There are 3 ways to handle this, violently, lying
and purchasing. In order to purchase the necklace (you can talk them
down to 10 copper) you must have 10 CHA. If you purchase the necklace
you get 500 experience. If you lie to them you get 250 experience (and
become more CHAOTIC).

Return with the beads and give them to Porphiron. He asks what methods
you used to gain the beads. No matter how you got the beads you get a
reward of 1000 experience, and he will now train you as a Warrior if you
want. (so you can use up those "Unused Proficiency Points")

*ALIGNMENT*: And, of course, if you LIE to Porphiron you become more

Go down then left from Porphiron to find Mar (x 1100 y 1440). He quickly
wants you to deliver a box to Ku'atraa in the Smoldering Corpse area. He
gives you the box and runs off giggling. Welcome to the Great Fedex Quest!
Go south one Area, then east one Area. Enter Ku'atraa's Warehouse
(x 475 y 965). Talk to Ku'atraa who refuses to take the box from you.
(250 exp) He mumbles something about EVIL and runs off telling you to
take the box to Brasken in the SW hive. Exit the building, then go one
area to the left. Enter Brasken's Kip at the leftern part of this area
(x 300 y 1200). Talk to Brasken, who again won't take the box. He
explains that this is Moridor's Box, a box of EVIL. (250 exp) He suggests
that you take it to Shilandra near the Mortuary. Leave here, go up one
area, and right one area to get to the Mortuary area. Shilandra's Kip is
right next to the mortuary wall at the top of the screen (x 1250 y 875).
Enter her house. Talk to her and find out how to remove the spells from
the box so that it can be disposed of safely. (250 exp) She tells you to
visit a ruined cathedral in the Alley of Dangerous Angles. Leave her
house. You can get to the Alley from here (x 50 y 3500). (see that section
for more details)

Once you've destroyed the box, return to this area and find Mar (x 1015
y 700). What is it with him and dead lim-lims? Anyway, tell Mar that you
got rid of the box and he bargains with you to spare his life. He gives
you 500 copper, a Hollow Axe and 1250 experience if you don't kill him.

*ALIGNMENT*: If you kill him, you become more EVIL.

You can go visit with Brasken again and get drunk with him, if you want.

Area: AR0305, Flophouse
Treasures: - Obsidian Earring (from Nestor)

You can enter the Flophouse at (x 1660 y 1200).

Ask Arlo for a bed and he mentions a lunatic by the name of Nestor who
is staying there for free. Arlo doesn't WANT him to be there, but isn't
able to get rid of him. Agree to help him.

*ALIGNMENT*: Offering to help for free makes you more GOOD, demanding
payment makes you more EVIL.

Then go up and talk to Nestor who mentions that he is missing a Fork. If
he had his fork, he says, then he could leave. Exit the Flophouse and go
talk to One-Ear (x 1325 y 650). You are pretty much going to have to fight
him for the Fork. Get it and return it to Nestor. Nestor leaves this
plane and you get 500 experience and an Obsidian Earring. Talk to Arlo to
get another 500 experience. Then whenever you want you can rest here for

2.5 Alley of Dangerous Angles

Area: AR0301, Alley of Dangerous Angles
Treasures: - Charm of Infinite Recall (x 1200 y 750)
- Charm of Infinite Recall (x 2700 y 1700)

When you first enter here, a group of Darkalley Shivs will attempt to rob
you. Dispose of them. Dash left, skip the other Darkalley Shivs, to get
to Krystall and her gang of thieves. Talk to her (x 675 y 650). Ask her
for information. When you are about to leave she asks you for a favor,
will you go kill the leader of the Darkalley Shivs, Rotten William, for
her? Agree to it.

Go right and a little up to find Blackrose (x 1330 y 480). Talk with him
and he asks if you serve Good or Evil. (which you say affects your
alignment) Depending on which you pick, he asks you to kill the leader of
the group of thieves (if you choose Good, kill Rotten William; Evil,
Krystall). Agree to his proposal.

Now exit Blackrose's little place, go right and down to find Rotten
William. (x 2465 y 1875) Kill him. (200 exp, 300 copper) You will have to
kill a lot of other Shivs too.

Return to Krystall to get your reward of 1500 experience. She then asks
you to go slay Blackrose. Agree to do this for money (no effect on
alignment). Then go over to Blackrose to collect the reward for killing
Rotten William (another 1500 experience). He then asks you to kill
Krystall. Now you have a choice of who to follow:

You could refuse Blackrose's demand and kill him (420 experience) then
go to Krystall for another reward: 1500 experience and 1000 copper.

Or you can kill Krystall, then Blackrose gives you the 1500 experience,
then wants to fight, if you point out that you are immortal, he leaves
and you get another 1500 experience. Of course, then you could just kill
Blackrose anyway and get that 420 experience as well. (you do NOT get
the 1000 copper this way)

Once that is taken care of, there are four tents for you to search, 3 near
the Darkalley Shivs and 1 near the Razor Angels.

Tent 1 (x 1725 y 1850): AR3012

Talk to Rauk who wants you to retrieve three rings from his tent. Exit
and enter the tent at (x 1840 y 1950). Search the legs on the bench to
find the bronze ring. Exit this tent and enter the next tent to the right
(x 2475 y 1590). Ignore the person, and search the pile of wood to find
the Silver ring. Leave this tent. Now go up and left to the tent near
the Razor Angels (x 870 y 770). Search the wooden bed to find the Gold

Return to Rauk with the rings and give them to him for 500 experience.
Rauk gives the Rings to the mages, who summon forth the Killer Lim-Lim of
Doom! It proceeds to kill the mages, but seems to like Rauk. Be sure to
search the mages:

Gold Earring
Silver Earring
Scroll of Identify
Scroll of Armor
Ring of the Traveler (+1 to AC)

Area: AR3006D, Cathedral of a Dead God
You can find the entrance to the Cathedral near the Darkalley Shivs area
(x 2450 y 1300). Inside you will find Aola. Talk to him and give him the
Box of Moridor (from the Fed Ex quest from the previous section). He
destroys it, and keeps the gem. (1000 experience) He tells you that the
demon was banished to some other realm (let THEM deal with it).

If you want, you can buy the gem back for 300 copper, but you probably
shouldn't do that. Finally you could become a disciple of Aoskar, but if
you do that then the Lady will Maze you. (which is bad)

3. Ragpicker's Square

You get to Ragpicker's Square by going north from the Northwest section of
the Hive.

Area: AR0101, Ragpicker's Square
Treasures: - Mempa's Biting Ring (x 1850 y 1325, M-Friend)

Experience: - Yellow-fingers (x 1975 y 2300)
Talk to Yellow-fingers for a moment, then when you are about
to leave, if you have an INT of 12 or more you will notice
that is picking your pocket. Watch him work for 200 exp and
a Pickpocket +1.

- QUEST Find a Ruby for Jarym (x 1400 y 2500)
In one of the houses you will find a Mage who needs a ruby.
Get him the one from Moridor's Box (from the Great FedEx
Quest) for 200 copper and 500 experience.

- Ratbone trains you as a Thief (x 2320 y 2340)
If you have at least 9 DEX you can get Ratbone to train you
as a Thief. And frankly, how would you have less than 9
DEX? You get experience based on your Dexterity:

DEX 12 or less -- 2500 experience
DEX 13 to 15 -- 3125 experience
DEX 16 to 17 -- 3438 experience
DEX 18 or more -- 3750 experience

- QUEST Find Nodd's Sister (x 1300 y 2300)
Talking with Nodd, he wants you to track down his sister
for him. You will find her just southeast of the Smoldering
Corpse Tavern. She gives you 100 copper to give to Nodd.
Do so and get 750 experience.

Go left, then up (x 1850 y 1325) and talk to Marrow-friend (another person
who is named after what he is). He thinks you are a 'deader' and takes a
small bite out of you. Let him touch you (1 dmg), then ask him about the
Fingerbone that he gnaws on. Tell him to take a bite out of you instead,
as you are more fresh, then ask him for the fingerbone first. Then let
him bite you (3 dmg).

*ALIGNMENT*: If you lie to him you become more CHAOTIC. If you say you
will let him bite you and then DO, you become more LAWFUL,
if you DON'T you become more EVIL.

Once you have the Finger, go to your inventory and Use it. Bite off your
finger and replace it with this one, and you will get the Mempa's Biting
Ring (+2 AC). (4 dmg)

If you enter the house at (x 1630 y 1425), then the only way out is to kill
Vlask and take his Portal Key. Use the portal key and then Crush it to
open the portal out. Once you have left, Nameless will destroy the

Drop down to (x 1975 y 2300) and talk to Yellow-Fingers.

NPC: Yellow-Fingers (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
16/16 5 17 9 9 9 9 9 9

Talking with Yellow-Fingers is a mostly fruitless endeavor.

If Morte is around, he thinks that Morte is HIS skull. Telling him flat
out that he won't get the skull makes Morte happier. If you tell him
'Truth: take the skull', then Morte bites him, and then attacks you.
You can also offer to buy Morte off him, he'll be happy with 5 coppers.

*ALIGNMENT*: If you ask for proof that he owns Morte, then you become
more LAWFUL. If you offer to buy Morte from him, then you
become more GOOD.

If you leave him on good terms, not attacking you, and alive, then he
will attempt to pick your pocket. The only way to notice this is if you
have at least 12 INT. You can observe his technique for 200 experience
and +1 pickpocket skill. Then you can Grab his Hand (DEX 12 or greater),
but it will merely end in violence.

*ALIGNMENT*: Doing a Bluff here makes you more CHAOTIC.

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

DEX 12 or less -- 2500 experience
DEX 13 to 15 -- 3125 experience
DEX 16 to 17 -- 3438 experience
DEX 18 or more -- 3750 experience

Enter the house at (x 2300 y 2200) and talk to Sharegrave inside.

NPC: Sharegrave (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
25/25 9 16 9 9 9 9 9 9

If you met with Pox earlier and he told you about Sharegrave, this goes
much easier.

Talk to Sharegrave about Pharod, nothing else. (or he will attack you)
He asks why you want to know about Pharod (do NOT say that you are
Friends!), and say that he stole something from you. He tells you that
Pharod steals from us all, and after awhile you can offer to find Pharod
for him.

*ALIGNMENT*: Offering to do this for free makes you more GOOD, doing it
for money makes you more EVIL. (the best price you can get
is 200 copper)

Once he tells you where Pharod is located, say farewell and leave.
Talking to him after that point will result only in a fight.

There is a house full of Cranium Rats to the left (x 2000 y 2500). Their
tails can be sold at the Office of Vermin Control.

The next building to the left (x 1400 y 2500) contains Jarym, a mage who
needs a Ruby. The only one that will do is the one you gave to Aola from
the Demon Box, which you can only buy for 300 copper. Give it to Jarym for
200 copper and 500 experience.

Go left and talk to Nodd (x 1300 y 2300). (he wanders around)

NPC: Nodd

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
5/5 9 20 9 9 9 9 9 9

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

*ALIGNMENT*: As always, agreeing for free makes you more GOOD, for money
makes you more EVIL.

You will find Amarysse just southeast of the entrance to the Smoldering
Corpse (x 2675 y 2000). Tell her that you were sent by Nodd to find her
and she gets quite excited. Are you his friend? If you say yes then
she asks that you deliver to Nodd 100 copper commons which she gives you.

*ALIGNMENT*: If you LIE then you are more CHAOTIC.

Return to Nodd and tell him that you found his sister. He asks how she
is doing, and you can reply honestly, lie in a nice way, or lie in a
nasty way.

*ALIGNMENT*: Lying in either case is more CHAOTIC, however, lying in the
nice way makes you more GOOD as well. Just as lying in the
nasty way makes you more EVIL.

Give Nodd the money (750 experience) and he will be happy forevermore.
You get the experience whether you kept the money or not.

*ALIGNMENT*: If you lie about the money you become more EVIL and much
more CHAOTIC. If you spent the money, you become more

Near Nodd you will find a ramp up to a house (x 1200 y 2100), enter the

Area: AR0102, Mebbeth's House
Talk to Old Mebbeth. She asks who you are, and you can Lie and say you
are Adahn (which will eventually lead to there really being an Adahn, also
makes you more CHAOTIC). After a brief speech you can ask your questions.

Ask her if she is a Witch, and then beg for her to teach you the Art. She
wants to know why you want to learn.

*ALIGNMENT*: If you say that you NEED power, then you are more EVIL.

Before she will teach you, she has a few errands for you to run. First
she gives you a Seed and tells you to take it to a merchant and get some
herbs. Leave and head to the SW section of the Hive. Once there talk to
the merchant at (x 1275 y 1150). Tell him that you need herbs from this
seed (500 exp). He tells you to find someone good with seeds, and you
think of Mourns-for-trees.

Head over to the Smoldering Corpse area, and talk with Mourns-for-trees
(x 2215 y 570). Show him the seeds and he says that he can't help you.
He tells you that perhaps if you CARED about the seeds growing, then they
would. Focus on the Seeds and *will* them to grow (500 exp).

Return to Mebbeth and tell her you have succeeded. Now ask if she can
remove the branch from your arm, and she tells you to remove it by thinking
it off. (500 exp) Do so. Then you can shape it into a frame, getting exp
depending on your stats:

INT & WIS 12 or less -- no experience
INT at least 13, but less than 16 -- 500 experience
INT at least 16 -- 750 experience
WIS at least 13, but less than 16 -- 500 experience
WIS at least 16 -- 750 experience

Now she asks you to retrieve some Rags that she had Giscorl clean. Back to
the Market. Talk to Giscorl (x 1400 y 1020). Ask him for Mebbeth's rags
and he will give them to you (500 exp). He has been washing these things
for years and they are quite stiff by now.

Return to Mebbeth and give her the rags (500 exp). After telling
you about Giscorl she wants you to pick up some Ingredients from Kossah-Jai
back at the market.

Return to the market and talk to Kossah-Jai (x 1600 y 1180). She says that
she knows of a fish that bleeds ink, but that only Meir'am sells it. Then
go right and down and talk to Meir'am (x 1975 y 1985) and ask her about the
ink bleeding fish. She tells you that you need a container for it.
Go up to the woman (x 1580 y 1000) and buy the cheapest Tankard possible.
Return to Meir'am to fill the tankard with Ink.

Return to Mebbeth with the Tankard of Ink for 1000 experience. She asks
you if you really want to be a mage, say yes. If your INT or WIS are 14 or
higher, you can explain the purpose of the errands for another 2000 exp.
She then gives you a 'recipe' (spell) to look at, and if your INT is 14
you will instantly recognize it (if it isn't, then 'give up' and you will
recognize it). She seems amazed that you could read it, so just explain
that it seemed to be known to you already.

*ALIGNMENT*: If you offer to help her with anything, you become both more
LAWFUL and more GOOD.

She then paints up a recipe for you using the frame, rags and ink as
materials. She asks if you have questions, say no, but then ask questions
anyway. The answer to her question is TWICE. Keep asking questions and
she will give you 3 more recipes (5000 experience) as well as a set of
Amber Earrings.

*ALIGNMENT*: If you thank her for everything you become more GOOD.

Now that you are a Mage, talk to Dak'kon. It's time to get him Upgraded
(if you have the stats for it).

NPC: Dak'kon (already in party)

Ask Dak'kon about his teachings, and ask to learn the Art, and the Way
of Zerthimon. He reluctantly agrees, telling you to look at the First
Circle of Zerthimon. Each circle read also gives you a spell to
correspond to that circle.

Use the Circle of Zerthimon and unlock the first circle. Read the entire
circle, then close it and talk to Dak'kon again. Talk to him about your
teachings and tell him that you have read the Circle. If your Wisdom
is at least 12, then you can tell him the right answer:

"Strength lies in knowing oneself. I learned that once someone does not
*know* themselves, they are lost. They become tool for others."

For which you gain 300 experience. He then tells you to read the 2nd
circle of Zerthimon. Read the circle and then talk to Dak'kon again
Again you must have 12 WISDOM to tell him the right answer:

"I learned that not *knowing* something can be a tool, just like flesh
and steel, if upon encountering it, you attempt to *know* its nature
and how it came to be."

For which you gain 600 experience and a spell. He then tells you to read
the 3rd circle of Zerthimon. Read the 3rd circle all the way to the end
and talk to Dak'kon again. Now you need 14 WIS to tell him the right

"Endure. In enduring, grow strong."

For which you get 900 experience and another spell. He again instructs
you to read the next, fourth, circle of Zerthimon. Read the fourth
circle all the way to the end, and talk to Dak'kon again. Now you must
have 15 WIS to get the right answer:

"When one chooses to see only what is before them, they see only a part
of the whole. They are blind. And just as Vilquar was blinded by his
promised reward, so were the *illithids* blinded to the true Rising.
For when they heard Vilquar's words, they turned their sight outwards
again, didn't they? And the Rising was free to strike?"

For which you gain 1500 experience and another spell. Again you are told
to read the next circle of Zerthimon. Unlock and read the Fifth Circle
all the way to the end. Talk to Dak'kon again. This time you need 16
WIS to get the right answer:

"There is great strength in numbers, but there is great power in one,
for the strength of the will of one may gather numbers to it. There is
strength not only in *knowing* the self, but *knowing* how to bring it
forth in others."

This gets you 3000 experience and another spell. You are then told to
read the next circle. Unlock and read the Sixth Circle of Zerthimon all
the way to the end. Talk to Dak'kon again. Now you need 18 WIS to get
the right answer:

"I know that Zerthimon's devotion to the People was such that he was
willing to protect them from themselves. He knew the *illithids* had
come not to *know* themselves in their obsession with control and
domination. So he chose to stop Gith before she carried the People to
their deaths. There must be balance in all things, or else the self
will not hold."

This gets you 5000 experience and spells for both you and Dak'kon. This
leads Dak'kon to a bit of a crisis of faith, and he yells at you and
then goes silent.

There are 2 more Circles in the Unbroken Circle of Zerthimon. Examine
the Circle, and if you have an INT of at least 16 you will discover the
7th circle. Read this all the way to the end and talk to Dak'kon again.
Tell him that there is a 7th circle and he will ask what it says. If
you have at least 19 WIS you can tell him the right answer:

"It speaks of time as an ally, not as an enemy. It says that patience
can sharpen even the smallest of efforts into a weapon that can strike
the heart of an empire. Your victories may be small, but over time, a
greater victory may be achieved."

Then you unlock the circle (5000 experience) and both you and Dak'kon can
get a new spell.

Study the Circle one last time and if you have 18 INT then you will
discover the final Circle (6000 experience). Read this all the way to
the end, then talk to Dak'kon again. Tell him that there is an 8th
circle, and he asks what it says. You need 19 or more WIS to tell him
the right answer:

"It speaks of focus and discipline... about how not *knowing* oneself
can physically divide the man. It also speaks of the weaknesses that
division causes. It seems to me that it tells one to not only *know*
themselves and take strength from that, but that your focus can reveal
weaknesses in your enemy."

Then you make circles for both you and Dak'kon to learn spells, and both
you and Dak'kon gain 10,000 experience. This also UPGRADES Dak'kon:

+1 STR
+2 DEX
+2 CON

Area: AR0101, Ragpicker's Square
Leave Mebbeth's House and go left to the ramp (x 500 y 2100). Go north
up the ramp. Continue as the path goes to the northeast. Then in the
archway (x 1325 y 650), you can put your junk in to get teleported to the
doorway to the next area. Enter the door when you are ready.

3.1 Trash Warrens

Area: AR0108, Trash Warrens
Treasures: - Dustman's Lesser Embalming (x 1250 y 700)
Rusty Dagger
- Junk (x 1880 y 600)
- Cranium Rat Tail (x 1150 y 1300)
High Quality Stiletto
37 Copper Commons
Dirty Rat Charm
Cranium Rat Charm
- 314 Copper Commons (x 4140 y 1630)
Sadistic Frame
Club of Nettles
2 Clot Charms
Scroll of Magic Missile

Experience: - Convince Bish that you are no Threat
Just before the entrance to the Buried Village is a man
named Bish. If you have an INT of at least 13, you can
convince him that Pharod mustn't like him to put him there.
This is worth 1200 experience.

As you enter, you will be confronted by a Collector by the name of Anamoli.
This fellow REALLY wants to fight you, and talking him out of it requires
some cleverness. If you have a CHARISMA of 12 or more, you can say "I
don't believe I've made your acquaintance either", but that won't solve
anything. Then you can threaten him -- "if you don't let me pass" -- but
that requires a STR of at least 14 for that to work. Elsewise him and his
buddies attack you. You can also, if you have a WIS of 13 or more,
intimate that killing people for their bodies is a good way to meet the
Lady, which also stops him from attacking.

Past him go right, get the items on the Shelves. Continue right, then
down. Go down the Soutwest passage (x 1600 y 1750), then when it forks
(x 1100 y 1900), take the path that goes left. Follow that, then take it
up. Take all the items from the box, then go back down, right and
up to the main passage.

There will be a villager running up a passage to the northeast (x 2800
y 1450). Follow her up to an ambush of sorts. Kill these fools. Go up
to the archway (x 3280 y 1080) and a portal will appear (if you took the
Cranium Rat Tail from the box I mentioned). Enter the portal.

This is the Secret Cranium Rat Room. Kill the Cranium Rats (they can cast
spells until you decrease their numberes), then search their box for
treasures. Return back through the portal, and get back to the main

Go south (x 2600 y 1800). Then when you get the option (x 3150 y 2350),
go right. (there are more Thugs downwards, if you want to fight) Soon
you will bump into a fellow named Bish.

There are two non-violent ways to handle Bish. If you have an INT of
at least 13 you can say that you heard Pharod lived around here, or tell
him that Pharod must not have much confidence in him to leave him there.
(1200 experience) If you have a CHA of 13 you can say that you don't want
any trouble, just to pass through. (no experience)

*ALIGNMENT*: If you say that you have no name, and then confirm it again,
you become more LAWFUL. If you say your name is 'Adahn' you
become more CHAOTIC.

Go to the trap door (x 4200 y 2600), open it, and enter the Buried Village.

4. Buried Village

Area: AR0109, Buried Village
Treasures: - Quint's Poison Charm (x 1050 y 1680)
- Battle Axes (x 1375 y 1415)
13 Copper Commons
- Fist Irons (x 1640 y 1140)
- Poor Quality Stiletto (x 2700 y 1050)
- Punch Daggers (x 3080 y 1733)
3 Bandages
- Leg Bone Club (x 3500 y 1820)
23 Copper Commons
- Bone Charm (x 3030 y 2275)
- Tarnished Silver Bracelet (x 2125 y 2100)
Silver Earring
- Gauntlets of Teeth (x 1200 y 1500, Marta)
3 Needle & Thread
Twisted Ring

Experience: - Marta and your Intestines (x 1200 y 1500)
Have Marta remove your intestines and she will find a
Twisted Ring (+1 AC), which is also worth 500 exp.

- QUEST Find Quint's Poison Charm (x 2540 y 930)
Quint wants you to find a charm that Gris had. You will
find this charm just south of Marta's house (see above).
Take it over to Quint for 7500 experience and 250 copper.

- QUEST Retrieve Ku'u Yin's Number (x 2020 y 1485)
Talk to Ku'u Yin and he wants you to get his Number back
from Radine. Talk to Radine, then Ku'u Yin, then Radine
again to get the Number. There are several ways to get it,
some non-violent, one violent. Take the Number to Ku'u to
get 2500 experience and his Old Number (Tattoo).

Enter the house at (x 1200 y 1500) and talk to Marta. (you can also find
some Needle and Thread in here)

NPC: Marta (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
3/3 10 20 9 9 9 9 9 9

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

*ALIGNMENT*: If you 'throw your voice' you become more CHAOTIC.

Again, ask her what she is doing. She tells you about 'stitchies' and
'teethies', ask about those as well. Ask if you can buy some needle and
thread from her, and for a moment she thinks that you are the person
she is supposed to give those items to. If you lie and say that you are
you get 3 Needle & Threads and a Gauntlets of Teeth (neat weapon).

*ALIGNMENT*: Lying to her about that makes you more CHAOTIC. If you
offer instead to buy them off her you become more GOOD and
more LAWFUL.

If your INT is at least 15, then you can ask Marta to look inside YOU
for things. Tell her to check your intestines and you get the Twisted
Ring and your Intestines (which are now OUTSIDE of your body). (500 exp)
Keep the Intestines, you will use them later.

You can also rest here, and buy items if you wish.

Exit Marta's house, go right and talk to Ku'u Yin. (x 2020 y 1485) He
tells you that a woman named Radine stole his 'number.' Leave him and go
find Radine (usually to the southwest). Talk to her and ask for Ku'u's
number. She doesn't really want to give it up. If you offer to buy it
from her, she won't sell, but then you can threaten her and she'll give it
to you (becoming more EVIL, of course). Otherwise you have to go back
to Ku'u.

Talk to him again and he begs for you to get it for him. Talk to Radine
and she offers to pay Ku'u money for it. Return to Ku'u who refuses this

Finally return to Radine and convince her to give up the Number.

*ALIGNMENT*: If you tell her that she has no Right to it, you become more
LAWFUL. If you tell her that she doesn't need a Number to be
successful you become more GOOD. If you threaten her you
become more EVIL and if you tell her to make her own number
you become more CHAOTIC.

Also, if you give her money for her trouble (30 copper) you
become more GOOD.

Give the number to Ku'u for your reward: 2500 experience, the old number
of Ku'u Yin (a tattoo that protects against Chaotic monsters).

*ALIGNMENT*: If you LIE to Ku'u you become more CHAOTIC. If you demand
payment for getting the Number you become more EVIL. Giving
him the number makes you more LAWFUL and GOOD.

Go up, then right, and enter the house (x 2540 y 930), there talk to Quint.

NPC: Quint (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
6/6 10 19 9 9 9 9 9 9

The first time you talk with Quint he is VERY suspicious of you. He
thinks you might be trading with everyone around, so convince him first
that you are only trading with him. Get him to answer you some questions
and ask him about himself. He will offer you the job to find a trinket
that Gris had, a Poison Charm. You can find this Charm just south of
Marta's house (see Treasures).

Give Quint the Charm for 7500 experience and 250 copper.

Once that is done, you can shop here.

Exit Quint's shop, go right and talk to Uhir. He is missing a Knife. Be
sure to keep your eyes peeled for Uhir's Knife. (or a ghoul with a knife)

That is about it for the village, so go enter the large guarded door
(x 3300 y 1100).

Area: AR0110, Pharod's Domain
Go northeast until you find Pharod sitting on his Palm Shaped Throne
(x 2180 y 840).

NPC: Pharod (doesn't join)

Stats: HP AC THAC0 Str Dex Con Int Wis Cha
3/3 10 20 9 9 9 9 9 9

Well, we finally found this loser. The guy so important you tattooed his
name onto your back. Talk to Pharod and tell him that you have come for
information, that only he can provide. Ask him to provide information
about yourself.

*ALIGNMENT*: If you say 'truth: I have forgotten myself' you become more
LAWFUL. If you tell him about the tattoos on your back
you become more LAWFUL.

He tells you of a trinket that he wants you to find (if your WIS is at
least 13, you can describe the Sphere to him before he tells you about
it). Ask him where the Sphere is and then agree to get it for him.

You can then ask him some questions. For example, when last you two met,
you demanded to be taken into the Mortuary, Pharod doesn't know what you
intended to do in there. Ask him about the Village and he tells you that
it was created when the Dabus buried this section of the town. He
doesn't know where your journal is (figures). If you heard Reekwind's
story about Pharod, you can repeat it to him, although that just angers

Ask him where he is getting the bodies, and he will tell you if you
promise not to tell anyone. If you have a CHA of at least 14, then you
can insult his comparison to a *mage*, and how his finding bodies hardly
compares to magic (500 exp). Then he will spill the whole scheme without
you having to VOW or LIE or anything. If you don't have the Charisma for
that you can either VOW or LIE. He is actually simply digging up bodies
that the Dustmen already buried.


After this point, you can go to Sharegrave back in Ragpicker's Square and
reveal Pharod's source for 750 experience as well as 100 copper (plus
another 100 if you asked for money, and you can get more if you reveal
where Pharod lives). Also you can go visit Emoric back in the Gathering
Dust Bar for another 2500 experience and 300 copper.

*ALIGNMENT*: If you made a VOW to Pharod, then went and told Emoric
anyway you become more CHAOTIC. If you Truth Emoric, then
you become more LAWFUL. If you LIE to Emoric, you become
more CHAOTIC (but you still get the reward).

Oddly, telling Sharegrave doesn't seem to change your

Leave Pharod's house.

Area: AR0109, Buried Village
Go to the Southeast gate (x 3650 y 3000), and tell Barr to open the
gate for you. Go to the next area. Be warned, if you don't have the
Bronze Sphere with you, they won't let you back in without a bribe.

5. Catacombs

Area: AR01400, Catacombs
Treasures: - 6 Copper Commons (x y )
- 3 Copper Commons (x y )
- Bandages (x y )
Rusty Dagger
- Copper Common (x y )
Antler Axe
- 4 Copper Commons (x y )
- Leg Bone Club (x y )
- Shamanic Rod (x y )
- Jar of Embalming Fluid (x y )
2 Bandages
- Tears of Sorrow (x y )
- Gold Ring (x y )
- Skull (x y )


** Give Coaxmetal the modron cube, this can ONLY be done when you have already
learned of the fortress of regrets from Trias, once done, you get the
Entropic blade. Doing so makes you quite a bit more chaotic AND evil. If
he asks, and you refuse to give it because the planes are better off with
him stuck there, then you become more good PLUS you get the same amount of
EXP as you would have had you given it.

Frequently Asked Questions

Q: Can the Nameless One ever wear armor? Or am I permanently stuck with
just 'tattoos'?

A: No, you can't wear armor, but there are so many really cool tattoos in
the game, that you don't really need armor. Plus, you can't really
DIE, so armor just isn't that important.

Q: How can I read Fall-From-Grace's Diary? Can I read it if she dies?

A: You can't. A lady must have her secrets, you know. Also if she dies,
she takes her Diary with her into the afterlife, so no you can't read

Q: Who is this 'Adahn' fellow I keep claiming to be? Is that the
Nameless One's real name?

A: No, it's not his real name, just the name he likes to pretend to be.

If you claim to be Adahn in conversation about 10 or 11 times (unique
times, you can't just keep saying it to one person), then in the
Smoldering Corpse Bar, Adahn WILL appear! He's nothing more than a
figment of your imagination given reality based on nothing more than
you claiming to be 'Adahn'. Weird.

The best place to try this is in the Mortuary. Each of the generic
Dustmen will ask why you are there, and you can say that you are there
to see 'Adahn'.

Q: How do I get into the Siege Tower?

A: Talk to the guy by the furnace in the Marketplace in the Lower Ward
(his name eludes me) and he'll mention the tower eventually, and tell
you that to get in, you must suppress all desire to enter. Wander
over to the right side of the tower, and there will be a drawbridge,
go on it, and it will ask you a question, you respond by saying
"suppress all desire to enter" and enter the portal.


A. Monsters & Monster Strategies

(not finished yet)

B. Items

(not finished yet)

C. Spells



(not finished yet)

D. Miscellaneous Information

(not finished yet)

E. Glossary of Terms

Glossary of Torment Terms (partially based on the Glossary of Planespeak at

General Terms

Anarchists -- the Revolutionary Leage Faction, believes in the tearing
down of all order, and all government.

Barmy -- Crazy

Berk -- a foolish idiot, an insulting term, the opposite of cutter

Blood -- an expert in his field, the best at what he does

Bone Box -- the mouth, used as "quit rattling your bone box" to mean
"shut up"

Bub -- liquor

Cage, the -- another name for Sigil, meaning that the place is like a

Chant, the -- the news, or most recent developments in the multiverse, so
if you want to know what's going on you ask "what's the

Chaosmen -- the more common name for Xaositects, they are literally
bound by chaos, and as such, usually can't even talk

Collector -- any man or woman who collects dead bodies to be sold to the

Cutter -- a complimentary term for a person, often used by berks to
ingratiate themselves upon persons greater than they

Dead Book -- since the Dustmen literally have a Dead Book, it has become
another term meaning "to die", and when you die you are
"penned in the dead book"

Deader -- anyone who is dead, but not undead

Dustmen -- a faction of Sigil, they believe in the True Death, that is,
that life is meaningless and we should cleanse ourselves of
passion to achive nothingness, also known as "Dusties"

Gate -- a portal to another plane/prime world

Gate town -- a town built on a gate to another plane, usually takes on a
lot of the characteristics of the nearby plane, and if it
gets too much like that plane, it SLIDES into that plane

Godsmen -- a faction also called the Believes of the Source, they
believe that everyone, Powers and People, spring from the
same tap (the "Divine Source"), and that anyone can become a

Graybeard -- can mean any mage or other intelligent person, but from
Morte's perspective, it means old skeletons

Harmonium -- a faction of Sigil, sometimes called the "Hardheads", and
believe that it's their way, or the highway

Indeps -- a faction of Sigil, also called the Free League, basically
are a loose organization, with its members not having all
that much to do with each other

Jink -- money, copper commons, etc. Sometimes used as "Jink-jink"

Kip -- a common term for a place of residence, or even just a place
to sleep for a night, usually has a cheap connotation

Mazes -- places the Lady of Pain places troublemakers in Sigil,
literally creating Mazes out of unused portions of the city
to trap ne'er-do-wells.

Mercykillers -- a faction of Sigil, believe that there is only Justice,
nothing else, and that Mercy is for the weak

Petitioner -- a mortal who has died and been "reformed" on another plane
somewhere, but without their memory. This would be similar
to dying and going to hell, except now you have no memory of
it. A petitioner's ultimate goal is to become "one with
their new plane"

Pike Off -- a very insulting term telling a berk to "get lost"

Planewalker -- anyone who knows their way around the Planes

Portal -- a gate from somewhere to anywhere

Prime -- a World, like Earth, that is connected to the Planes, and is
located in the Prime Material Plane

Rule of Three -- Idea that everything in the multiverse happens in threes

Sensates -- faction in Sigil, also called the Society of Sensation.
They believe that the Multiverse must be experienced

F. Character Sounds

(not finished yet, and this might take awhile)

All these sounds can be found at my Planescape Torment site:

All sounds here are listed based on the filename of that sound. For example,
'ana005' is the filename of the sound 'Ach, I've never seen somethin' so ugly,
I've not'. Next, I provide a very brief description of what this sound is, and
in this case it would be 'Random, Pre-joining'. And then, of course, I list
the sound itself. (Some sounds I have no idea about, so I just put a ?? by

Also there are some sounds that are spoken in a "conversation chain", that is
one character will say something to another character, who will reply, and so
on. In these cases, I note the next sound in the chain.

ANA005 - Random, Pre-Joining - "Ach, I've never seen somethin' so ugly, I've
ANA006 - Random, Pre-Joining - "Ah, Looks like the Dusties lost one o' their
ANA007 - Random, Pre-Joining - "Ah, no Deaders today except walking ones,
looks like."
ANA008 - Random, Pre-Joining - "Aye... slow Sigil day it is."
ANA009 - Random, Pre-Joining - "Um... old stutter crutch will be tallying
his copper about now."
ANA010 - Random, Pre-Joining - "I can't find any Deaders... maybe I could
gut a Dustie."
ANA012 - Leaving - "Ach, I want no more o' this, I don't."
ANA017 - Leaving - "I'm for leaving, while I'm still in one
ANA022 - Re-joining (?) - "Awright then, where to next?"
ANA040A - Unhappy (?) - "I don't know why I keep company with the
likes o' you."
ANA043A - Very Unhappy (?) - "Right, ye're goin' too far."
ANA074B - Tired - "Right, we need to say our Kip now."
ANA098A - Bored - "If ye need me, I'll be over here... bored."
ANA107A - Bored (?) - "Oh, adventure... glory... aye, this is the
ANA127C - Badly Wounded - "Oof, is this what I get for gettin' into a
ANA128C - Hit - "Dammit, nicked me good!"
ANA138F - Hit - "Unh."
ANA141B - Hit - "Ow!"
ANA144C - In the Hive - "Oh, I grew up here. Not a pleasant
childhood mind you."
ANA155C - ?? - "Ever get the feeling ye're bein' watched? Ye
ANA166E - In the Clerk's Ward - "Old Ward, also known as, Wanker City."
ANA171B - In the Lower Ward - "My lungs feel like a chimney!"
ANA178A - ?? - "Ooh... from bad to worse we go!"
ANA179A - In Fell's - "We shouldn't be here... the Lady'll put us
in the dead book for sure!"
ANA189E - ?? - "The sooner we're gone from here, the
ANA193A - In Rubikon - "Ooh, this place stinks o' oil! Ufh!"
ANA199D - In Fortress/Regret - "Oh... so cold here."
ANA200A - Fortress of Regrets - "Feel dead already."
ANA201A - Fortress of Regrets - "I donnae think we'll be leavin' this place."
ANA202D - Fortress of Regrets - "Better stay close, I don't want to be alone
ANA204D - ?? - "I won't let ya down."
ANA205A - ?? - "I'm gonna stand by ye."
ANA206I - ?? - "Oh... see... I ... love you."
ANA207F - ?? - "...hafta stay, ya see ... I love ya."
ANA208E - ?? - "I don't care what ya say to this, I don't,
I don't want ye to say anythin'... but I
can't let ya die here."
ANA209E - ?? - "Oh please don't let me die here."
ANA210D - ?? - "It's alright... I trust ye."
ANA210E - ?? - "Do what ye hafta... I trust ye."
ANA211D - ?? - "I forgive ye..."
ANA211E - ?? - "It's alright... I forgive ye..."
ANA218D - ?? - "Don't you trust anyone here, ya got me?"
ANA221D - Final Battle - "Right. Get the work done, get out o' here."
ANA224C - Selected - "Aye?"
ANA225B - Selected - "Hmm?"
ANA228D - Selected - "Ready."
ANA229B - Selected - "Oh, what now?"
ANA234A - Selected - "I'm here."
ANA235D - Selected - "Aye. What?"
ANA238D - Repeated Selected - "Well? What is it?"
ANA238F - Repeated Selected - "What ye be wanting now?"
ANA242B - Given orders - "Why not?"
ANA245A - Given orders (?) - "I'll sort it out."
ANA247A - ?? - "Aye (?)"
ANA247E - Given orders - "Right."
ANA251C - Given orders - "Might as well."
ANA287C - Repeated Selected - "Would you stop it?"
ANA292A - Repeated Selected - "Oh, I'm not that sort o' girl."
ANA304A - Repeated Selected - "Cut it out, I'm not deaf!"
ANA305B - Repeated Selected - "Get yer eyes off me arse."
ANA305E - To Morte - "Stop staring at my tail, ya skull."
ANA305F - To Morte - "Ye like my wee tail? I'll wag it at ya."
ANA308B - To Fall-From-Grace - "Are you ready to leave yet, Fiend?"
ANA309A - To Fall-From-Grace - "Ye want to leave? Go ahead!"
ANA310A - To Fall-From-Grace - "Ye might want to strike out on yer own."
ANA310D - To Fall-From-Grace - "Oh no, ladies first."
ANA311B - To Fall-From-Grace - "So just how many souls have ye taken into
the Abyss?"
ANA313A - To Fall-From-Grace? - "Oh, sizing up our necks for a feast are ye?"
ANA314B - To Fall-From-Grace? - "Never trust a tanar'ri, that's what I always
ANA315A - To ? - "And what do YOU want from our leader?"
ANA316A - To Morte - "Back off, Skull!"
ANA317A - To Morte - "If you keep bobbing about, Skull, I'm gonna
mount you on the end of a Pike!"
ANA318B - To Nameless One - "We need to get rid of Ignus, he's a burning
crackle house!"
ANA319C - To Nameless One - "Don't like the armor, he's nuts."
ANA320B - To Nameless One - "Are you listenin' to me? We need to lose
this Mercykiller before he pens us all in the
ANA321B - To Nameless One - "What do we need the Succubus for? She'll
turn on us, she will!"
ANA326C - On Nameless Death - "No matter, he'll be up in a bit."
ANA327A - On Morte's Death - "Ah, Morte, ye may not be so daft."
ANA328A - On Dak'kon's Death - "Poor gith, he seemed like a right enough
ANA329C - On Grace's Death ?? - "Ah, thank the powers."
ANA330A - On Vhailor's Death - "Damned Mercykiller."
ANA331A - On Ignus' Death - "'bout time somebody blew him out!"
ANA332B - On Grace's Death - "She should have been more careful."
ANA333B - To Morte - "Try it and ye'll be spittin' teeth for a
ANA334A - To Morte - "Try it, and I'll grind ye to powder, ye
floating bone box."
ANA335A - Repeated Selected?? - "Aye, what?"
ANA338A - Level Up - "Ye know I've learned some new tricks."
ANA366D - Try to take weapon - "Touch my blades again, and I'll put them in
your skull."
ANA367A - Try to take armor - "Watch the leather."
ANA367B - Try to take armor - "Hey! Watch the leather."
ANA369B - Try to take armor - "Get yer mitts off, ye dirty wee rat!"
ANA369C - Try to take armor - "Mitts off, ye lecherous filth."
ANA370E - ?? - "Don't want that."
ANA372D - Cursed Item - "Oh, aye, equip that cursed item on me."
ANA375A - In Fell's - "Are ye daft? We'll draw the Lady's gaze if
we stay here, we will."
ANA377A - ?? - "Pike off!"
ANA390A - Shadows - "Shadows!"
ANA390C - Shadows - "Shadows!"
ANA421C - Shadows (?) - "Like a shadow, I am."
ANA445A - Hit (?) - "Haa."
ANA448A - Critical Miss - "Dammit!"
ANA452D - ?? - "Eh, I have something to say."
ANA454A - Rejoin - "So, uh, need my help yet?"
ANA456D - Removed - "I won't wait here forever."
ANA457B - Removed - "A'right, I'll leave then."
ANA457C - Removed - "Right, I'm off."
ANA458A - Removed - "I'll be right here... waiting fer you."
ANA458B - Removed - "A'right, I'll be here if you need me."
ANA462C - Try to take ?? - "I'm not giving that up."
ANA463D - Try to take ?? - "There's no way in hell that's getting taken
away from me."
ANA464A - Try to take ?? - "Keep yer mitts off that. Hey!"
ANA464B - Try to take ?? - "Keep yer mitts of it."
ANA465B - Try to take ?? - "Oh no, I cannae part with that."
ANA466H - Can't use ?? - "Cannae use that."
ANA469A - Identified ?? - "Identified."
ANA474C - Inventory Full - "I couldnae carry it, so I had to drop it."
ANA481C - Found Trap - "Hey... I spotted a trap."
ANA481D - Found Trap - "I spotted a trap."
ANA485D - Found Locked - "Thing's locked."
ANA487G - Picked a Pocket - "Got it."
ANA490A - Picked Empty Pocket - "Sod's got nothing on 'im."
ANA506D - ?? - "Creepy rising from the dead you are."
ANA507B - ?? - "Didnae really think you were deadless,
cursed you are" ???
ANA508D - Nameless Alive - "Just seein' ya crawl back to life like that,
gives me the shivers."
ANA509B - ?? - "Are you alright?"
ANA509F - ?? - "You're alright now, aren't ye?"
ANA510E - Nameless Alive - "Oh... thought we'd lost ye."
ANA510F - Nameless Alive - "Oh... I thought we'd lost ye."
ANA511G - Nameless Alive - "Phew... thought I'd lost ye that time."
ANA512C - Nameless Alive - "Hmmm, thought I'd lost yet that time. Not
that I care, mind you."
ANA518A - Failed - "Failed."
ANA520F - Battle Cry ? - "Time to kick some back."
ANA522A - Backstab - "Backstab."
ANA522D - Backstab - "Backstab."
ANA523B - ?? - "Left yerself exposed, ya eejit."
ANA524B - ?? - "Left yerself wide open."
ANA525F - Disarmed Trap - "Disarmed it."
ANA526C - ?? - "Oof, dolt thing." ???
ANA530C - Encumbered - "Cannae run with this stuff."
ANA533C - Encumbered (more) - "Carrying too much to move."
ANA542C - Left Shadows - "Left the Shadows."
ANA545B - Bash - "Bashed it inna half, don't know my own
ANA550B - Failed to Bash - "Can't force it!"
ANA551A - Failed to Backstab - "I can't backstab with this clumsy thing."
ANA552A - ?? - "Already ??????? that one is."
ANA554E - ?? - "Ach, messed up."
ANA555A - Failed to Steal - "Not this time."
ANA559E - Failed to Steal - "My pack's too full to pick his pocket."
ANA560B - Ineffective Weapon - "My dagger's not workin' on this thing."
ANA565A - To Nordom - "No, it's for scratchin' my back, ye soddin'
ANA565BC - To Nordom ? - "Uhh."
ANA566C - To Nordom - "What kinda stupid question's that, ya pikin'
sod box?"
ANA567E - To ?? - "What?!?"
ANA568C - To ?? - "Leave 'im alone already, ya don't know 'im."
ANA569A - To Morte ? - "If you shut your trap, then I'll stop waving
my tail."
ANA570C - To Morte ? - "Oh yeah, you trying to sit in my lap would
make a grand tale.... a short one."
ANA571B - To ?? - "Oh, aye, it could... hurt ya, that is."
ANA572C - To ?? - "Oh, aye, up your bone box to rip out your
ANA573A - To ?? - "No, only to you."
ANA574A - To Morte - "Keep up yer chatter skull, and I'll be
seein' what you have in yer veins."
ANA575BD - To Morte - "Find a way, skull."
ANA575F - To Morte - "Stand away from me, Morte."
ANA576B - To Morte - "What are you looking at, skull?"
ANA576BA - To Morte ? - "That tongue o' yers is gonna get yer nose
ANA577A - To Morte ? - "That tongue o' yers is gonna get yer nose
ANA578A - To Morte ? - "Oh, if I were you, I'd be prepared to pick
up yer teeth."
ANA578AA - To Morte - "Hey Morte! Ya want the good news? Yer goin'
ANA579A - Repeated Selected ? - "Aye? What is it ya want?"
ANA579B - Repeated Selected ? - "Aye? What is it ya wanted?"
ANA583A - ?? - "What can change the nature of a man?"
ANA583D - ?? - "What can change the nature of a man?"
ANA583G - ?? - "What can change the nature of a man??"
ANA583I - ?? - "What can change the nature of a man?"
ANA583K - ?? - "What can change the nature of a man?"
ANA583M - ?? - "What can change the nature of a man?"
ANA583O - ?? - "What can change the nature of a man?"
ANA584B - About Nameless One - "He matters more to me, than my life."
ANA585D - About Nameless One - "He matters more to me, than my life."
ANA586A - ?? - "Ach, I hope a hound litters in your
ANA588A - To ?? - "Why don't ye go rot with an Aoskan (?)
ANA591A - Torment - "Torment."
ANA591B - Torment - "Torment."
ANA591C - Torment - "Torment."
ANA592A - Torment - "Torment."
ANA592B - Torment - "Torment."
ANA593A - To Morte ? - "How'd ya even get a chance to take a breath,
when yer talkin' so much?"
ANA594A - To ?? - "Donnae be fooled by that Succubus. She's
interested in you, cause of the shape of yer
neck. It's just right for her to sink her
teeth into.
ANA595A - To Morte - "If ye need to go somewhere, skull, don't let
us keep ye."
ANA595BA - To Morte ? - "I've several names for you. None of them
fit for polite company."
ANA597D - To Morte - "Huh. I wonder how much copper ye'd be worth
to the Dusties, Skull."
ANA599A - To Morte - "Death's too good for you, Skull."
ANA600A - To Morte - "Those eyes rest on me one more time, Skull,
and they'll be resting on the ground."
ANA600BB - To ?? - "Oh now (?) you're one to talk."
ANA601A - To Morte - "Skull, if you don't keep yer eyes to
yerself, I'm takin' 'em."
ANA601BB - To ?? - "Yer a right wee skunner (?)"
ANA602A - To ?? - "I donnae trust that succubus, she's a fiend
so she is. Ah, they're all alike, waiting
for ya to drop yer guard before sinking her
teeth into yer neck. Don't ye be takin' yer
eye off dat slat. She'll turn on ya as
faster than ya can blink. All fiends are
like that, so they are."
ANA602BA - ?? - "Oh, aye, but the good part. She looks like
she's got a bad part, she does."
ANA603A - When Grace joins - "Oh Mistress High and Mighty'll be joining
us? What'll we be needin' her for?"
ANA603BA - About Grace - "I wish she would Fall from great height. I
might even bump her off mahself."
ANA604A - To Grace - "So... how long will you be travelling with
us Succubus?"
ANA604BA - To Grace - "Well, yer not permitted. I don't trust ye."
ANA605A - To Grace - "So, uh, when are ya headin' back to yer
knockin' shop, Succubus?"
ANA605BA - To Grace - "Well...? It's where ye belong, so maybe ye
ANA606A - To Grace - "You'd better watch yerself Succubus. You
step outta line, start huntin' for souls,
you'll catch me blades."
ANA606BA - To Grace - "Well, I would take you at your word, but
since you Succubi are all perfumed, lying
harlots... I won't."
ANA606CA - To Grace - "You just keep away from me. Fact, maybe you
should keep away from all of us."
ANA607C - To Morte - "Ya know, Skull, yer gonna be doin' yer
grinnin' on the tip of a pike, one of these
days. Aye, and that will be the least o' yer
worries when I'm through with ya!"
ANA608A - To Grace - "How much longer are ye gonna be draggin'
yerself with us, Succubus?"
ANA608BB - To Grace - "Jealous? I'm not jealous! I don't even
know how to spell 'jealous.' I don't trust
ye... none of us do."
ANA609A - Leaving /Grace - "I've had enough o' you and her. Go on,
travel with her then, if ye like her company,
I'll have nothin' more to do with ye."
ANA609BA - To Grace - "Oh don't you, 'Annah look' me, ya black
hearted harlot! I'll carve ye so I will!
Always puttin' on yer airs with yer fine
clothes and yer nose up in the air. Had
enough o' ye! Ye can burn fer all I care!"
ANA610A - To Morte - "And if ye weren't yerself all the time, ye
might be a fine skull too!"
ANA611A - To Morte - "Play the wise fellow with me again, skull,
and I'll shove yer head up yer arse!"
ANA613C - To ?? - "Oh listen to ye, not hard to see why ya up
an' left."
ANA614B - To ?? - "Accent? What are ye on about?"
ANA616B - To Morte ? - "If I were you, I'd learn to latch my Bone
ANA617A - To Morte ? - "I'd stop now, if I were you."
ANA618A - To Morte - "Many a man's tongue's broke his nose,
ANA619 - To Morte - "Oh sweet sufferin'! Powers, skull! Don't
you ever get tired of hearin' yerself
ANA620B - To Morte - "It lets my skin breath, ya eejit."
ANA621B - To Morte - "I'll never tell him how I feel, nor shall
you prattle on to him about it. There's a
mark o' doom on 'im, and I'll not sway him
from his path. D'you hear me skull?"
ANA622B - To Morte - "Watch yer bone box, skull, don't be takin' a
name in vain like that!"
ANA622CA - To Morte - "Are you tryin' to get us all carved to
pieces? Don't you be temptin' fate with
that, skull!"
ANA624A - To Morte - "Ah, serves ya right, skull, ya sure irritate
the rest of us enough."
ANA625A - To Grace - "I've got nothing to say to you, Succubus."
ANA626A - To Grace - "Mind yer own business, Succubus, I've
nothin' to say to ya."









Nameless One






G. Utilities & Editors

(not finished yet)

H. Online Resources

General Sites: -- where this FAQ can be found -- the three most "official" websites -- Team Torment (the designers) Page -- BGChronicles, a great fan site -- TeamBG, a great Editor site

Torment Fan Sites: -- Torment Underworld -- The Pit

I. Strange Things

How precisely can Morte hold anything? His inventory is as large as
anyone's, but that just leaves the question of where he's putting these

Here's one odd thing to consider about the Alignment System. In the
Gathering Dust Bar, if you agree to kill Awaiting-Death, take his money, and
run (thereby not killing him), your alignment is adjusted worse than if you
had just killed him!

(not finished yet)

Final Words...

ASCII Art created using the Figlet Server (and then heavily modified by me)

This FAQ was written entirely using the GWD Text Editor: (shareware)

Special Thanks: (Credits)
CJayC for posting this FAQ
Anyone who emails me with nice things to say, you are appreciated!
Black Isle for making such a great little game!

Questions? Comments? Mistakes? Musings of all things great and small?
Email me about it!

Email Policy: If you are going to email me about this game, please put
Planescape: Torment as the subject. Or just PST. Also please
realize that I am not hiding cheats or any other information,
i.e. everything I know about Torment is in this guide.

Version History:
Preliminary Version 0.1 (6-15-00, 90k)
Preliminary Version 0.2 (6-22-00, 131k)
Added the new Appendix, E. Glossary of Terms
Added some new General Strategies
Added new Frequently Asked Questions
Created the new Appendix, F. Character Sounds (similar to the NPC Sounds
section in my Baldur's Gate FAQ), which currently only has the Annah sounds
filled in (you can find all of these Sounds in WAV format on my Torment
Found what I think is a really cool STINGER, check it out at the very bottom
of the FAQ
Some other small changes (but nothing added to the walkthrough...yet)

Version 0.3 November 1, 2000 217k

After a VERY long absence, the Torment FAQ is back on the air! (or
something like that) Filled in the walkthrough up to the Weeping Stones

Misc Facts about this FAQ:
This FAQ was started on June 11, 2000 and released on June 15, 2000
The Original size of the FAQ was 90k and it is now 1xxk
This is the 3rd revision of this FAQ.

Morte: "Psst. Hey Nordom. Calculate the easiest way for me to 'snuggle with
Annah's pillows,' okay?"
Nordom: "Annah! Morte wants to 'snuggle with your pillows.'"
Morte: "Shut up! Shut up!!"
Annah: "Oh, I'll give yeh somethin' to snuggle up to! Eejit!"
This Document is Copyright 2000 by Dan Simpson
Planescape: Torment is Copyright 1999 by Black Isle/Interplay

I am not affiliated with Black Isle, Interplay or anyone who had anything to do
with the creation of this game. This FAQ may be posted on any site so long as
NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it. You may
not charge for, or in any way profit from this FAQ.