{{{---((--$ PLANESCAPE: TORMENT $--))---}}} {{{---((--$ PLANESCAPE: TORMENT $--))---}}} {{{---((--$ PLANESCAPE: TORMENT $--))---}}} version 1.52 01-13-00 by Nicholas Yu azif@hotzp.com http://www.hotzp.com/ http://www.hotzp.com/staff/nick/ **---------------------------------------------------------------------------** * DISCLAIMER: This FAQ is Copyright 2000 Nicholas Yu under the international * | Copyright laws. Please contact the author via e-mail if you | | wish to publish or reprint this work. Anyone attempting to | | pass this work off as his own will be sent to bed without | | dinner and laughed at, because really, who would be lame enough | * to pretend to have written a game FAQ? * **---------------------------------------------------------------------------** Planescape: Torment FAQ/Walkthrough Contents: I. Full Install II. The Nameless One A. Character Generation B. Advancement & Specialization III. FAQs and Answers IV. Walkthrough: A. The Mortuary i. Morte B. The Hive i. Northeast Quadrant ii. Southeast Quadrant a. Dak'kon iii. Southwest Quadrant iv. Northwest Quadrant v. Hive Quest Wrap-Up vi. Alley of Dangerous Angles vii. The Mausoleum viii. Ragpicker's Square a. Mage Interlude ix. Trash Warrens C. The Underworld i. Buried Village ii. The Weeping Stone Catacombs iii. The Dead Nations iv. The Drowned Nations a. Secret Tomb v. The Warrens of Thought vi. Aftermath a. Annah D. The Upper Wards i. The Tenement of Thugs ii. Alley of Lingering Sighs iii. Lower Ward iv. The Great Foundry v. Clerk's Ward vi. The Civic Festhall vii. Miscellany viii. Brothel of Slating Intellectual Lusts a. Fall-from-Grace ix. Return to The Hive a. Ingus E. Optional Areas i. Player's Maze ii. UnderSigil iii. Rubikon a. Nordom F. Beyond Sigil i. Ravel's Maze ii. Curst iii. Curst Underground iv. Curst Prison a. Vhailor v. The Outlands vi. Baator vii. Carceri G. Endgame i. Return to The Hive ii. Fortress of Regrets iii. Maze of Reflections iv. The Transcendent One V. Extras A. Cinematics B. Props and Slops C. Other FAQs 01-13-00: Version 1.52 -Minor revisions 01-12-00: Version 1.51 -Minor revisions 01-11-00: Version 1.5 -Endgame added to Walkthrough section -Extras section added 01-10-00: Version 1.4 -Minor revisions -Optional Areas added to Walkthrough section -Beyond Sigil added to Walkthrough section 01-09-00: Version 1.3 -Minor revisions -The Upper Wards added to Walkthrough section 01-08-00: Version 1.2 -Minor revisions -Ragpicker's Square section modified and updated -FAQs section added -The Underworld added to Walkthrough section 01-06-00: Version 1.1 -Minor revisions -Additions to The Nameless One section -The Hive added to Walkthrough section 01-06-00: Version 1.0 -FAQ released I. FULL INSTALL FULL INSTALL FULL INSTALL One thing I learned from the excellent folks at The Baldur's Gate Chronicles (http://www.bgchronicles.com/torment/) is how to do a custom full install of Planescape: Torment. Provided you have the extra hard disk space (2+ GB), I'd highly recommend doing this. Again according to the wonderful people at BGC, this solves minor bugs and improves gameplay tremendously. "Sounds great," you say, "but how do you do it?" Simply install as normal, following the default instructions before throwing in a twist or two. Next, find something else to occupy your mind while you copy the contents of disks 2, 3, and 4 onto your hard drive. Finally, edit the torment.ini file using the invaluable Notepad application and edit the file paths for the appropriate CDs (they are near the beginning of the file). Normally, the default file paths will look something like this: CD2:=E:\CD2\ CD3:=E:\CD3\ CD4:=E:\CD4\ Depending on where you placed the contents of the CDs, you should have something like this (changes made are in lower case): CD2:=c:\games\black isle\torment\cd2\ CD3:=c:\games\black isle\torment\cd3\ CD4:=c:\games\black isle\torment\cd4\ I think you can probably figure it out from here. :) Of course, if you don't want to clog up all of your hard drive, you can just copy one or two of these CDs instead of all three. If you do the complete full install, you'll only need to leave CD 2 in your CD drive whenever you play. Also, this will drastically improve gameplay speed as it will be loading data locally, unless of course you're one of those lucky bastards with a 40+ speed CD-ROM. I have a pretty decent 32X CD drive, but I noticed a marked improvement after doing the full install. Thanks, Baldur's Gate Chronicles! II. THE NAMELESS ONE THE NAMELESS ONE THE NAMELESS ONE A. CHARACTER GENERATION Okay, now that you've gotten that little bit of tedium out of the way, how about a few character generation tips? The Nameless One starts out with 9s in all of the attributes: Strength (Str), Intelligence (Int), Dexterity (Dex), Constitution (Con), Wisdom (Wis), and Charisma (Chr). Fortunately, you also have 21 Character Points to spread around so you can tailor The Nameless One to your tastes. Personally, I like to be able to complete all the quests and have a bunch of dialogue options, so I always stock up on Intelligence. Also, Wisdom is a priceless attribute in Torment. Basically Wisdom = Big Time Experience, both in terms of recovering more memories and gaining more experience each time you earn it. Intelligence also means experience, as you gain access to more quests and are able to solve them in craftier manners -- which usually earns you more experience than the ol' hack 'n' slash method. Dexterity also plays a Key role in Torment, as there isn't any armor for The Nameless One of which to speak. Annah and Fall-from-Grace are the only characters about whom you need to worry armor-wise, but we'll get into that later. Constitution is nice for the extra hit points, but you only gain them when you are gaining a level in your highest class. I got along fine without the extra HP. According to Brian Brown, the HP bonus from Con is retroactive as in Baldur's Gate (that is to say, you'll gain extra HP once you Con goes over 15). Charisma was never a big favorite of mine, since I radiate so much in real life. ;) It's nice to get some favorable reactions, but I think the points are better spent elsewhere. Charisma also influences some of the rewards you get for quests and some of your quest options. I spend the leftover points on Strength. Here are some sample stats for a freshly awakened Nameless One: Str: 12 Int: 15 Wis: 15 Dex: 15 Con: 9 Chr: 9 B. ADVANCEMENT AND SPECIALIZATION In the instruction manual, they say that the Nameless One gains 1-10 HP when he gains a level in his highest class. They lie; it's according to class. If you gain a level in another class that's not your highest, then you only get one measly hit point. You do, however, still receive the Con bonus. Also, as long as we're on the topic of gaining HPs, there's no shame in saving before you level a character up and reloading if they gain a measly amount of HP. Also, when you advance in your highest class, you get an almighty characteristic point. Spend these wisely. With the first few I gain from gaining levels in Fighter, I raise my Int to 16 and get my Strength up to 17 (+1 hit and dam). After that, I pour most of the points into Wis and get my Dex up to 17 or 18. You also get characteristic bonuses when you first hit levels 7 and 12 in one class. This is termed "specialization." You only get these bonuses once, so you can't get three for getting all your classes to level 7 or 12; it only works for the first one you get to that level. Also, the bonuses are different at level 12, depending on whether or not it is the same class in which you have already specialized. These numbers may be incorrect, so if you know differently, please e-mail me with a correction. Thanks to Brian Brown for helping compile some of these specialization bonuses. FIGHTER 1st time: +1 Str, able to train up to 4 levels in weapon proficiencies 2nd time: +1 Str, +1 Con, able to train up to 5 levels in weapon proficiencies THIEF: 1st time: +2 Dex 2nd time: +2 Dex MAGE: 1st time: +1 Int 2nd time: +2 Int, +1 Wis If you get the level 7 and 12 bonuses in the same class, better tattoos will be available in Fell's Tattoo Parlor. Thanks to Leo Wang for clarifying the Mage specialist bonuses. I recommend getting the level 7 bonus in Fighter and the level 12 bonus with Mage, but it all depends on how you want to play it. By the time you're a level 8 Fighter or so, you should have tons of weapon proficiencies. Personally, I used them all on Fist and Edged Weapons, as those are the weapons that seem the most numerous in this game and are useful no matter what class you are. Hammers and Axes would fall into the second most useful tier, but you can only use these weapons as a Fighter. I didn't think the Club weapons in this game were all that great, so I don't recommend spending any valuable proficiencies on the Clubs skill. Just so you know, I never really used The Nameless One as a Thief for very long. I got him to level 8 Fighter or so and then just went Mage for the rest of the game. Of course, I never did favor Rogues when I played the pencil, paper, and other people style of AD&D, so my previous biases may be influencing my decisions here. Damn it, you've skipped over this section and started playing already, haven't you? I guess that means we have to move on to the ... (drum roll) ... III. FAQS AND ANSWERS FAQS AND ANSWERS FAQS AND ANSWERS NOTE: Many of these answers contain *major spoilers*, so you may just want to skip over this section. Q: How can I increase my stats other than gaining levels and using Characteristic Points? A: There are two Tear items that raise +1 Con each (only if you're Lawful Good) and Xachariah's Heart raises +1 Dex. Seek out the following people for the following bonuses: O +1 Wis, Sebastion +2 Chr, Sarossa +1 Wis, Vivian +1 Chr, Ravel +1 Wis, and you will gain in attributes after merging with your other Incarnations and becoming a specialist at levels 7 and 12. Q: How do I get Dak'kon to join my party? A: He can be found in The Smoldering Corpse Bar in the southeast quadrant of The Hive. Just talk to him, and he'll volunteer to join you as you say your farewells. Q: How do I get Annah to join my party? A: She won't join you when you initially meet her. She will join you automatically after you bring the Bronze Sphere to Pharod. Q: How do I get Fall-from-Grace to join my party? A: Grace is the proprietress of the Brothel for Slating Intellectual Lusts in Clerk's Ward. She will talk to you after you have met all her students (*you* are the tenth student). Q: How do I get Ignus to join my party? A: You'll first have to get the Decanter of Endless Water in The Drowned Nations and learn its power word from Nemelle of Clerk's Ward. Then you can go back and free Ignus and have him join your party. Q: How do I get Nordom to join my party? A: You first need to get to Rubikon using the Modron Cube. Nordom is somewhere in Rubikon when it is on the highest difficulty level. Q: How do I get Vhailor to join my party? A: Vhailor can be found after you free Trias from his chains. He is in the door *behind* the portal, so don't jump through it before talking to him. Q: How do I find Ravel Puzzlewell? A: First you must talk to Quell of the Sensates and learn that Kesai-Serris is Ravel's daughter. She will provide a drop of her blood for the Key to the portal to Ravel. The portal is something you commissioned at The Great Foundry long ago and the receipt is part of your legacy. Q: Help! What do I do in The Fortress of Regrets? A: Talk to Deionarra before heading inside. She'll tell you that the clocks are somehow significant. It turns out you left a message on the clock in the southeast room telling you to use the cannons. Trigger all four cannons, and a portal will appear in the northeast room. A few Cloudkill spells will also get the Shadows off your back (thanks again to the wonderful folks at Baldur's Gate Chronicles for their help here). Q: How do I merge with the Practical Incarnation? A: You need to have a Wisdom of at least 21 or else he'll absorb you. You can also just fight and kill him if it comes right down to it, but you should be able to get 21 Wisdom quite easily by playing your cards right with the Good Incarnation. Q: How do I merge with the Paranoid Incarnation? A: Speak to him in the language of the Uyo that you learned in Clerk's Ward from Finam or the cremated remains of his father. Q: How do I merge with the Good Incarnation? A: Simply talk to him, but this might not be the best idea before you find out who he *really* is. Q: How do I use the Bronze Sphere? A: Grill the Good Incarnation until you discover that he is the original incarnation. You'll learn many things, including your name, and get a truckload of experience. You will also be able to use the Bronze Sphere for even more happy goodness. Q: How do I kill The Transcendent One? A: There are ways to defeat him outside of battle, but if you really want to fight him, it can be difficult even if you merged with all the incarnations and used the Bronze Sphere. There is one path of dialogue options that will let you resurrect one of your comrades before The Transcendent One can stop you. Pick Vhailor and tell him about the great injustices being wrought. If you thought Vhailor already kicked ass, well lemme tell you, you ain't seen nothin' yet. Just make sure to cure Vhailor when he needs it (you can actually pause and then use items in inventory) and the last fight will be a cakewalk. You won't have to do any actual fighting yourself. Note that killing The Transcendent One isn't "the best ending." IV. WALKTHROUGH WALKTHROUGH WALKTHROUGH Keep in mind that this walkthrough is written using a Lawful Good character with attributes similar to those listed in the Character Generation section above. This kind of character is intended to be able to solve almost all of the quests, so if some of this doesn't seem to apply to you, don't worry about it, and just concentrate on the major tasks. Also, don't forget that you should try and complete the game on your own first. The best thing about Planescape: Torment is its amazing storyline, and you don't really get into it much if you just mindlessly follow the walkthrough step by step. Use it when you get stuck or after you beat the game on your own. A. THE MORTUARY Welcome to The Mortuary, deader. Wait, you're not dead. At least that's what the talking floating skull says. Let's find out about him for a bit. i. MORTE Morte is a pain in the arse, but he's a useful ally and makes some truly hilarious comments throughout the course of the game. As the instruction manual says, his Litany of Curses is an excellent ability, especially against spellcasters. Make sure to expose him to as many insults as possible through dialogue options. He'll let you know when his Litany of Curses has improved. He's not that great a Fighter right now, but he'll get quite a bit better much further into the game. More on that later. All right, your first task is to find a scalpel, so you can make mincemeat out of some Zombies. Simply search all of the desks and shelves in the room until you hit paydirt. You should get 2 Bandages and the Scalpel from the desks on the northern wall. As for the Zombies, you can examine them instead to find the one with the Key, but you might as well attack the rest for the Bandages and experience. Proceed to head out the northwest door. Time to explore: Don't forget to search everything you can and talk to everyone! You will also be assigned your first two quests, neither of which you'll solve for quite some time. QUESTS: Find "Pharod" and Find your missing journal. NOTE: If you're absolutely sure you won't need a particular Zombie again in the future, go ahead and kill it for the experience. It's an easy 65 exp per Zombie; it's not much, but every little bit helps, especially with a high Wisdom score. In the next room, you'll start a new journal and learn a little bit about the world around you by examining Zombie 965. Not much to do here except head through the next door to the north. You can snag the Receiving Room Log Book from a desk in this room. Another desk will contain some fist irons and a few coppers. Examining corpse 396 will net you some more Bandages. You can use your Scalpel on Zombie 1201 for a note and 250 exp. Use the note and decipher the simple code: upper right, lower right, upper left, upper right. You'll get 250 exp and a Triangle Earring. Ignore Morte's warnings and talk to Dhall, you'll learn some interesting things from him. After chatting with him a bit, head out the northeast door. Take a page from corpse 1664 in this room to learn about your arrival. Next room, please! Zombie worker 985 can be manipulated so that you acquire its arm as a club. Ugh. 506 can be sliced open with the Scalpel for 100 exp and some Needle and Thread. Talk (well, sort of) to Ei-Vene for a quest to bring her Needle and Thread (which you should already have) and a Jar of Embalming Fluid! QUEST: Fetch Embalming Fluid and Needle for Ei-Vene. Head southeast now. Zombie 821 is a strange one. In fact, he's not really a Zombie at all but an Anarchist spy. He'll tell you that you can escape through a portal in the northwest room of the first floor, provided that you have a crooked finger bone that you can acquire upstairs. That knowledge is worth 250 exp. The Anarchist spy will also disguise you as a Zombie if you bring him a Needle and Thread and a Jar of Embalming Fluid. Head south. You will find a couple of Jars of Embalming Fluid in this room, as well as the stairs leading up. But before you do that, head back to Ei-Vene. You can watch her operate and recover a memory about a corpse labeled 42 and gain 250 exp. Give her the items for 250 exp and +1 max HP if you pretend to be a Zombie. Head back to and up to the stairs you saw earlier. You'll bump into Dustmen for the first time, and you can get 15 exp for snapping their necks (this can only be done if your Dex is sufficiently high enough) after they start to have suspicions about you. You get 15 exp for doing this, but you'll get an addition 250 exp the first time you do so as the experience tingles your memory. You can get some decently passable items and a great many things to sell (the jewelry) this way, not to mention Dustman Robes if you want a disguise. Go to the northernmost room and search for all the goodies (you can bash in the jammed desk). Just outside this room, you should find a Needle and Thread and a piece of Junk (worth holding onto). Inside the locked desk (which you can bash in), you'll find few useful items, one of which will be a Bone Charm -- the Key necessary to activate the portal on the first floor. You can acquire the Mortuary Sanctum Key from a bookshelf outside the western staircase. There is another set of Needle and Thread as well as another piece of Junk outside the eastern staircase, but you only really need a single piece of Junk. Head to the southern storage room and examine Zombie 79 closely. You'll get a nice Iron Prybar -- it helps you force things open -- in this room as well as an interesting note telling you that corpse 42 is a Skeleton. Now wander around examining the Skeletons. Skeleton 863 in the northwest contains a largely useless reminder message. You can get Leather Straps (if you're into that sort of thing) and Iron Spikes by prying Skeletons apart after you've examined them. I never found a use for the strap and the spike is not that great a weapon, so I don't really see the point of this activity. I found Skeleton 42 wandering about outside the eastern staircase. You'll get 250 exp for recovering your items. Go back to the Anarchist spy and have him disguise you for 500 exp. The disguise is not so important as the exp. You can now tell Dhall about the Anarchist spy for another 250 exp. Head back to the Southeast Preparation Room and bash open the desk next to the stairs. You'll find an earring there whose secret you can unlock with the information you learned from Zombie 79. This is worth 250 exp and identifies the item. Time to head down to the first floor. You'll get 35 + 250 exp for each Dustman Guard you strangle, so I'd suggest doing this if you're not disguised or if you want some nice easy exp. You can also get 500 exp if you manage to convince the strangely sickly Soego to unlock the front door for you. Head to the Northwest Memorial Hall to talk to Deionarra. You'll gain 1000 exp for re-learning how to raise dead comrades. You'll also get another 500 exp if you get her to tell you about escaping The Mortuary through portals. From Zombie 732 in the Southeast Memorial Hall, you can acquire the useful Tome of Bone and Ash. By inspecting and then dismantling the Giant Skeletons in the main room, you'll gain 800 exp and a Rune item (a spell) for each. You can get 500 exp for figuring out how to destroy them on your own without the Tome. Doing this for all of the giant Skeletons is definitely worth the time and effort. There's also a decent axe hanging on the northern wall. You can now leave out the front door, but I'd suggest heading back to the Northwest Memorial Hall; just head to the middle archway north of Deionarra, and the portal should open up when you get in the general vicinity. Some scary shadows will appear a step behind you, but forget them for now and pick up the items in the hidden room. You can rest up here if you need to and leave out the southwest whenever you're ready to tackle The Hive. B. THE HIVE Ah, The Hive: A seething cesspool of degenerates and low-lifes. Ain't it grand? I won't bother telling you how to fight the Hive Thugs, as you don't need any special strategies. I did notice that they were more aggressive at night, though, no doubt encouraged by the cover of darkness that conceals their nefarious deeds. i. NORTHEAST QUADRANT Depending on where you exited, you'll wind up somewhere nearby The Mortuary entrance in the northeast quad. Pox, a Collector outside The Mortuary gate, can smuggle you back in if you ever feel the need. You can talk to a few Hive dwellers to get a general feeling for the town. The Frightened Hive Dwellers are the best founts of information. There are also some random encounters with the Hive Dwellers, so yes, it is actually worth it to talk to them. Also, don't pass up opportunities to insult people or be insulted to improve Morte's Litany of Curses. It won't make you more popular, but it will make you a little bit more powerful. I would suggest talking to a Dabus, too, as you get 1000 exp for initially comprehending their rebus language. There's also a Hive Tout in each quadrant of the town who will point out most of the significant buildings for the measly price of one copper. Enter Angyar's House in the southeast corner. Talk to Angyar, endure his insults, but don't fight him. Instead, go to his wife to find out his troubles, and volunteer to help him get out of his Dead Contract with Mortai Gravesend. QUEST: Free Angyar from his Dead Contract and return it to him and his wife. You may notice a pretty little tiefling near the large monument in the center of this quad. You can trade verbal barbs with her for a bit and pay her 20 coppers for information on Pharod. She'll direct you to the Alley of Dangerous Angles, southwest of here. Annah will show up under the PC section, but she won't join your party until later, so don't worry about trying to get on her good side. You've also probably noticed the crazy running-around-all-over-the-place lady named Ingress. She accidentally hit a portal and wound up in The Hive and has been stuck here for thirty years. Tell her you'll help her out because it's most definitely worth solving this quest. QUEST: Find a way to help Ingress. There's also a brightly-dressed man by the name of Baen the Sender outside of the black monolith to the north. Volunteer to help him. QUEST: Find Craddock for Baen the Sender. Head to the monolith to talk to the people there. The Elderly Hive Dweller had me laughing so hard I almost fell out of my seat. Talk to Death-of-Names and find out what he does for a living besides having a really cool name. Sev'Tai will tell you about the loss of her sisters and you should decide to help her. QUEST: Help Sev'Tai get her revenge. You'll see The Mausoleum and Shilandra's Kip north of here, but you can't do anything with either one for now. Okay, enough dallying around and quest acquiring for now. Head towards The Gathering Dust Bar. Right outside, you'll spot a Zombie called "The Post." Read all the notices and pry out the cobblestone for 250 exp. The Post will also point out Pharod's general direction after you learn that it will point things out and inspect the graffiti. This is worth 500 exp. Time to head into the bar. The person you'll first want to talk to is Emoric, who is the spiritual owner of The Gathering Dust Bar, for whatever that means, and resides near the back. Ask him about Pharod and agree to help discover his secret. QUEST: Find the "source" of Pharod's bodies for Emoric. Also, tell him you want to join the Dustman Faction and he'll direct you to complete tasks that Norochj gives you. QUEST: Talk to Norochj and do what Norochj asks of you. He can be found near the entrance. Don't talk to him about the posting yet, instead tell him Emoric sent you. He'll inform you of a thief disguised as a Dustman. Agree to track down the "Not-Dustman." QUEST: Track down a thief disguised as a Dustman. Now talk to him about his troubles and the posting outside. He'll tell you to investigate The Mausoleum. QUEST: Look into the matter of mausoleum's walking dead. The quests are coming thick and heavy, but that's just how you should like it. More quests = More experience. Time to talk to Mr. Gravesend, located just north of Norochj. Tell him that Angyar is not ready for the True Death and you'll get 500 exp and the contract. Return to Angyar's home and tear up the contract. You'll receive 750 exp and his gratitude. You can now talk to Angyar and rest in his house for free. He'll also tell you about the secret to the portal in Ragpicker's Square so you can Pharod. This information is worth 500 exp. His wife will now also sell you Bandages and Needle and Thread. You can now run to The Mausoleum and enter the portal that appears just outside, but I would suggest waiting and running a few other errands first. I personally recommend heading out the south gate to the southeast quadrant. ii. SOUTHEAST QUADRANT Right after you enter, head east. You should see a Damsel in Distress. She's bluffing, of course, and you can confront her about it for 500 exp. You'll also see Mourns-for-Trees, yet another guy with a cool name. You can get 500 exp for volunteering to "care." You can also talk Morte into caring, too. A little bit further east are the three Starved Dog Barking Thugs who killed Sev'Tai's sisters. They're probably a little tough for you right now, so ignore them for a bit. You can visit Fell's Tattoo Parlor and learn that he knows you, but you can't talk to him about too much yet and you can't afford any of his tattoos just yet. There's also nothing you can do in Ku'atraa's Warehouse yet, so your best bet is The Smoldering Corpse Bar, wherein you'll meet all manner of interesting people. First talk to Drusilla, who'll give you a quick rundown of the joint and a healthy helping of her smart lip. Examine Ignus and you'll also find that he appears under the PC section, but you won't be able to help him for quite some time. The next people worth talking to are Ebb Creakknees and Candrian. Ebb is a tiresome old windbag, but he might tell you some remotely useful information. Candrian is an experienced planewalker, and he will agree to help Ingress find her way home. You just need to tell her to wait for him. If you ask him about how he survived the planes of Negation, he will give you a very useful item. He'll also give you a thorough rundown on the composition of all the planes. Run back and tell Ingress to wait for Candrian and then head back to the bar. Now talk to Candrian again for 750 exp and Ingress' Teeth. The teeth can do either crushing or piercing damage and will power up every now and then. Every time Morte levels, check to see if the teeth can evolve. They upgrade at levels 5 and 8. Talk to Alais and get 250 exp for talking to him about the planes when asking about the other patrons. Ilquix will give you more background information, but the man you want to see now is the barkeep, Barkis, who knows you from before you lost your memory. He has your eye, but you might not have enough money to buy it yet. You can bargain him down to 300, but that's still quite a bit. I would suggest buying the eye now before you forget. Actually, there's more to Ilquix than meets the eye. According to munchy (who posts regularly on the Baldur's Gate Chronicles Torment forum), Ilquix is actually a Glabrezu in disguise! If you attack the 2 Abishai who are in the bar with him, he will reveal his true form. You probably can't deal with him right away, but this might be something you want to come back and do much later on. Head out the bar and go out the west gate. This will take you to the southwest quad; The Marketplace is located in the northern part of this area. Sell whatever weapons and jewelry you've acquired and don't need, and you should easily exceed 300 coppers. You can also gamble here with Gaoha if you wish. Save the rest of this quad for later and head back to the bar. Buy back your eyeball for 300 coppers and pop it in. You'll get 1000 exp and absorb some old fighting skills. Now ask Barkis about the patrons and he'll offer you a job. QUEST: Resolve a bar tab. You'll find Mochai near the east wall, trying to slip out without paying. She's not really a Dustman, but she's not the thief for whom you're searching. I spotted her 100 coppers and received 1000 exp after telling Barkis about it. According to Vikas Nagaraj, you can also poison Mochai's drink with Embalming Fluid, but I expect this is a naughty thing to do. The Mercykillers are here hunting for a killer, but they're an unfriendly lot and I didn't really profit from talking to them. Talk to O, who claims he is a letter of the alphabet. Maybe he really is, because you can get a permanent +1 Wis from learning some of the secrets of the universe from him. Two abishai patrons are frequenting the bar and they claim to know you. Morte tells you that they're bad news, and I'm inclined to agree. They do tell you about Morte's strange Baatorian odor, though. Now, you've no doubt noticed the cool Githzerai with the extremely cool karach blade standing alone. Now's a good time to talk to him. You'll get 1000 exp if you accept Dak'kon into your party. a. Dak'kon Dak'kon is a *really* powerful character. As he levels up in Fighter, his already versatile karach blade just becomes more and more powerful. It's obscene, really. It evolves at Fighter levels 4, 7, and 10. He'll also provide a lot of early muscle and spellcasting power. Talk to him and gain 600 exp for learning the Githzerai language. You can also get another 500 exp by talking to him about the nature of Sigil and reminding him of his own words spoken long ago. Later on, you can even learn spells from Dak'kon, and he can train you to toggle you between Fighter and Mage once you first learn The Art. That's enough of the bar for now. Head back to Mourns-for-Trees and ask Dak'kon to help, too. Then ask Mourns-for-Trees about the status of trees. He'll tell you they're slightly improved and you'll get a nice 500 exp present. Also, it's worth it to find and talk to the Githzerai Townsperson who wanders around this area. Listen to the conversation between Dak'kon and the Townsperson and then afterwards, ask Dak'kon what certain expressions mean. You'll uncover the secret of Dak'kon's slavery and acquire 3000 exp. A memory worth 6000 exp will also pop into your scrambled scarred head. You're ready for the Starving Dog Barking Thugs now, so get ready to rumble. After penning them into the Dead-Book, go back and talk to Sev-Tai. You'll get 33 coppers and an additional 250 exp. Head back to the southeast quad and ignore the Tenement of Thugs for now, you won't be able to get in. Head out the west gate. iii. SOUTHWEST QUADRANT As you head north from the east gate, you should see a Dustman named Ash-Mantle. Go ahead and talk to him. Don't confront him about anything yet and direct him to The Gathering Dust Bar. As you leave, if you're observant enough, you should be able to catch him picking your pocket. Allow him to do so and observe his technique for 1250 exp and improved Pick Pocket skills when you become a Thief. Grab his hand, if you're dexterous enough, and then confront him. Tell him to abandon his little charade but don't report back to Norochj just yet. There's a poor soul in the northeast corner named Reekwind who sells stories. Take pity on the man and volunteer to help him. QUEST: Remove Reekwind's "curse of stench." This quest will be with you for awhile before you can solve, so don't feel bad. You can gain 500 exp by telling him the story of yourself. The man selling rats outside of the Office of Vermin and Disease Control is a good source of information. Don't bother with the office just yet as you won't be able to accomplish anything there. Off to the west somewhere, you should find a man called the Crier of Es-Annon. Offer to help the holy man. QUEST: Find a tombstone for the Crier of Es-Annon. Ignore Brasken's Kip and the Hive Dwellings. Don't ignore the latter if you plan on being the evil plundering type, though. You can talk to Iron Nalls south of The Marketplace. She'll tell you about the Lower Ward and how it's currently inaccessible due to the Dabus' tampering. Head back to The Marketplace and sell any miscellany that you may have acquired. Now find Craddock, the giant of a man, who is in the eastern part of The Marketplace, directing the Laborers. He'll send you to find someone else. QUEST: Find Jhelai for Craddock. Run east through the gate and you'll find Jhelai wandering around in front of The Smoldering Corpse Bar. You'll get 250 exp for finding him. Report back to Craddock and you'll get 500 exp. If you tell him the truth about what Jhelai said, he'll give Morte a few additions to his repertoire of curses. You can fill in for Jhelai to be a good sport and earn 20 coins. Buy a Pet Lim-Lim before leaving and you're basically done here except for the equipment-selling runs you'll make to The Marketplace. Time to head out the north gate. iv. NORTHWEST QUADRANT You'll immediately spot Mar, who's surrounded by dead Lim-Lims. Remember that. Talk to him and accept his job and he'll run off laughing. QUEST: Deliver box to Ku'atraa. There's also a gruff man out here with a fork by the name of One-Ear (the man, not the fork). There's also a man here by the name of Fleece, and you'll find that he's aptly named. He's a pickpocket, of course, and you can again observe his technique for a few pointers and 1250 exp. Grab his hand, give him a smack, and take your coins back. Now talk to the man named Porphiron and ask him about his woes. Agree to recover his prayer beads. QUEST: Retrieve Porphiron's necklace. That's good for now, head into The Flophouse. Talk to Arlo the owner and agree to help evict Nestor. QUEST: Get rid of Nestor for Arlo, the Flophouse Slumlord. Talk to Nestor and try to make sense of his incoherent ramblings. Agree to help him. QUEST: Find Nestor's fork. You know who has it, of course. Beat One-Ear around like a redheaded stepchild and give Nestor his fork back. You'll get 500 exp and an Obsidian Earring from him, and another 500 exp and free rent from Arlo. Now you have a ton of quests hanging over your head. Time to solve a few of them, what? v. HIVE QUEST WRAP-UP Head east to the northeast quadrant first. First talk to Death-of-Names and ask him to bury the name of Es-Annon. This will net you 500 exp. Now find Baen the Sender and tell him you were successful. This will get you 500 exp and 15 commons. Head into The Gathering Dust Bar and report to Norochj on Ash-Mantle. You'll get 750 exp for solving this quest. Now head into the southeastern quadrant. Head into the Warehouse to deliver the box. Unfortunately, Ku'atraa won't accept it and will send you to find someone else. You'll get 250 exp for this. QUEST: Deliver box to Brasken. Also, while you're here, confront the thugs who took Porphiron's necklace. They're the ones dressed in red to the west of the bar. I got 500 exp for bluffing them out of it, which is more exp than killing them for it. You can get another 250 exp and a few coppers. Now go west, young man, into the southwest quad. Let the Crier of Es-Annon know the good news and you'll receive 500 exp. Brasken's Kip is also nearby, so this is a good time to see him. You'll get another 250 exp but be sent off again. QUEST: Deliver box to Shilandra. Head north to the northwest quadrant. Return Porphiron's necklace to him for 1000 exp. He will now also train you as a Fighter and help you get up to two levels in any given weapon proficiency. Head into the northeast quad. Visit with Shilandra in her kip and get 250 exp. QUEST: Go to cathedral located at the center of the Hive. Head over to the Alley of Dangerous Angles. vi. ALLEY OF DANGEROUS ANGLES Two rival gangs, the Razor Angels and the Darkalley Shivs, make the Alley their home. You can choose to ally yourself with either one, depending on whether you'd rather be good or bad, respectively. Don't bother with them yet, though, instead look for the ruined cathedral in the southeast corner. Now, the entrance to the ruined cathedral is *really* frustrating to find. It's hidden on the southeast side, where the outer upper wall ends in a corner. You may have to resort to slowly panning your pointer across the cathedral until you see the door icon. Aola, the priest of Asokar, will rid you of the box for 1000 exp, but he'll keep the gem as payment for his services. QUEST: Talk to Mar about the box. You can also get into trouble with the Lady of Pain here if you decide to worship Asokar. You can buy the gem back from the priest for 300 coppers. You'll get a quest to acquire it later, so it's probably worth doing as soon as you have the money. Instead, head into the middle of the Alley. Inside some ruins to the north, you'll meet the dangerous Blackrose. I told him I was on the side of good, so I was told to kill the leader of the Darkalley Shivs. QUEST: Blackrose wants Rotten William dead. Now talk to the leader of the Razor Angels, Krystall. She'll also offer you a quest to do the same task. QUEST: Krystall wants Rotten William dead. You can just sit back and watch the gang members kill each other, but each Shiv that dies is less experience for you. Go knock off Rotten William and his goons, and then report back to Krystall first. You'll get 1500 exp, free passage through the Alley, and the chance at another task. QUEST: Krystall wants Blackrose dead. Now report to Blackrose and get another 1500 exp. Now refuse to kill Krystall and take him down. You'll get another 1500 exp from Krystall for killing Blackrose and a tidy sum of coins. Now venture into the burnt building in the south. You'll meet the feckless Rauk who needs your help. QUEST: Rauk needs you to fetch three rings from his tent. Rauk's items are actually stored in, not one, but three, separate tents. The first tent you should search is right across from the burnt building. You'll find a bronze ring hidden underneath the bench. The next tent is nearby to the east. There's a woman looking for the silver ring here, but she didn't find it. It's hidden in the firewood by the stove. The last tent is near Krystall's location. The gold ring can be found in the middle plank of the bed. Now give Rauk the rings so the Mages can complete their summons. That's one ferocious Lim-Lim. You'll get 500 exp and can pick the items off of the dead Mages. You're done with the Alley, you can go back and tell Annah off if you wish for sending you into such a dangerous area. It's just about time for the Mausoleum, but you need to give Mar a stern talking-to first. Head to the northwest quad. You can follow the dead Lim-Lims into a small building where Mar is hiding in the dark. You'll get 1250 exp for this conversation. By this time I was carrying a bunch of nice expensive jewelry, so I went back and sold and identified things. You should have a decent amount of jink-jink, too (I had over 3000 coppers at this point), so I decided to treat myself to a nice Tattoo of Action. Also, don't forget that Dak'kon and Annah are also able to wear tattoos. Okay, we've put this last quest off long enough: It's time to tackle The Mausoleum. Enter through the portal in the northeast quad. vii. The Mausoleum You'll be accosted immediately by The Mausoleum's Guardian Spirit. Agree to help him out and he'll agree not to kick your scarred booty. QUEST: Defeat the intruder for the Guardian Spirit. This is a pretty straightforward area. Just wind your way through the passageways, not forgetting to search the opened graves where the Skeletons are digging, and defeat various undead until you get down to the southeast exit. There will be a few Giant Skeletons here to make life interesting, but you should be able to handle them with relative ease after powering up on all those quests. The undead will repopulate every now and then, so don't be surprised to see monsters in areas you thought you had cleared out. There are also a few traps, but they do really insignificant damage. After putting the dead to rest, find your way to the southwest corner. There you'll find an entrance to The Mausoleum Inner Chamber. There's no way you can avoid a fight with Strahan Runeshadow, so you might as well enjoy it. If you kill him, all of his undead minions will immediately follow him into oblivion. Search his room for a few useful items and then head out the door. The Guardian Spirit will reward you with 2000 exp. Leave The Mausoleum and enter The Gathering Dust Bar. Exchange words with Norochj and you'll get 1000 exp and 100 coppers for solving his problem. Now chat with Emoric and tell him you've helped out Norochj. Tell him that you'd like to see more of the faction before making a decision about joining. He'll direct you towards Awaiting-Death. QUEST: Speak to Awaiting Death on behalf of Emoric. He can be found hiding at the bottom of the bar, south of Norochj. Give him a fresh perspective on life (you may have to kill yourself to prove your words) and receive 500 exp. Talk to Emoric again, get 250 exp, and learn about another depressed Dustman. QUEST: Speak to Sere on behalf of Emoric. Sere the Skeptic is, well, a skeptic; but you can force her to confront her beliefs and consider her latest woes as a test. This earns you 500 exp. Go back to Emoric and receive another 500 exp. Emoric will know tell you of Soego who has disappeared while serving as a missionary. QUEST: Find Soego for Emoric. Enough of this blather, Pharod has evaded you long enough. It's time for Ragpicker's Square! viii. RAGPICKER'S SQUARE Ragpicker's Square is located north of the northwest quad. It's probably the seediest place in all The Hive; but hey, it's somebody's home. The first person you'll want to talk to is Yellow-Fingers. He's a bit on the greedy side, but you can finagle something useful out of him. If you toss enough money his way, he'll grudgingly give you some information and agree to show you how to find Pharod. You won't need to do this, though, as you have already received advice from Angyar, not to mention the excellent FAQ you are currently reading. It's possible that Yellow-Fingers just pockets your money and walks off, as I was never able to meet with him afterwards. The next Collector you should seek out is Marrow-Friend. He's a bit on the barmy side, but you can finagle something useful out of him. You can let him bite you in exchange for the fingerbone he's been chewing on. The ring is cursed, but who cares? It gives +2 to your AC, so you won't want to take it off anytime in the foreseeable future. The next Collector you should seek out is Nodd. He's a bit on the grungy side, but you can finagle something useful out of him. He'll give you some useful information and a sob story about his sister Amarysse. Agree to help him. QUEST: Find Amarysse for Nodd. Before you go running off to help Nodd, head into the hut to the north, namely the midwife's hut. Therein you'll meet Old Mebbeth, a crazy and mysterious old crone. She provides free healing, lets you rest in your hut, provides a plethora of useful information, sells items and identifies objects, and, last but not least, is a witch who can teach you The Art. She wants you to do some menial tasks for her first, though. QUESTS: Learn the ways of the Art from Mebbeth, and Find the herbs that Mebbeth needs. There are some Cranium Rats you can kill in an unmarked building to the south of Sharegrave's Kip. Polish them off and collect their tails. Directly across from Mebbeth's kip is the home of a mage named Jarym. He's looking for a vital component for a spell he wants to cast. QUEST: Find a spell ruby for Jarym. You can give him the ruby from Moridor's Box for 500 exp. Thanks to Ryan Gustafson for finding this out. Now head over to Sharegrave's Kip and talk to Ratbone who's standing out front. He'll train you as a thief for 50 coppers, but it's worth it. You'll get exp according to your Wisdom (with a Wis of 16, I earned 3438 exp). Now head inside and talk to Sharegrave. He's also interested in Pharod's whereabouts and activities. You can help him out if you want. QUEST: Find out where Pharod's corpses are coming from for the man in Ragpicker's Square. You have enough to keep you busy for awhile, so head back to the northwest quad. Either let Dak'kon or Porphiron lead you back on the path of the warrior. Head out to the southwest quad. In The Marketplace, talk to one of the fat merchants who deals in spices and ask about Mebbeth's herbs. You'll get 500 exp but he won't be able to help you and will recommend you talk to a gardener instead. QUEST: Find a gardener who has Mebbeth's herbs. Now is also a good time to visit The Office of Vermin and Disease Control. You'll meet Phineas T. Lort XXXIX, a pretentious old windbag, but endure his flimflammery, learn a few things, and sell your cranium rat tails. It's back to the southeast quad with you. You'll find Amarysse opposite the entrance to The Smoldering Corpse Bar. She's the harlot with black hair and dressed in violet. She'll give you some copper to give to Nodd. Now go talk to Mourns-for-Trees and ask him about the seeds. You'll gain 500 exp for willing the seed to grow. Head back to Ragpicker's Square. Pass on Amarysse's coppers and regards to Nodd for a nifty 750 exp. Give Mebbeth her herbs for an additional 500 exp. Get another 750 exp for making it into a picture frame with your thoughts alone. She'll now send you on another errand. QUEST: Get Mebbeth's wash from Giscorl. You guessed it, back to the southwest quad. Giscorl can be found among the Hive Merchants. You can pick up Mebbeth's wash for 500 exp. Yup, back to Ragpicker's Square. It's worth 500 exp to return Mebbeth's wash. Yay, yet another visit to The Marketplace awaits. QUEST: Get ink for Mebbeth from Kossah-Jai. Unfortunately, Kossah-Jai sells fish, not ink; however, she can point you in the right direction. QUEST: Find Meir'am, get the ink for Mebbeth. Fortunately, Meir'am's not too difficult to find. She's south of The Marketplace against the east wall of the Office of Vermin and Disease Control. Well, now you need a container to carry the ink in. Head back to The Marketplace and talk to the flirtatious Hive Merchant. Purchase a tankard from her and return to Meir'am. She'll fill your tankard with ink. QUEST: Deliver ink to Mebbeth. Thank her and leave. Return to Mebbeth once again and give her the ink for 1000 exp. a. MAGE INTERLUDE At long last, Mebbeth will be ready to teach you The Art. Gain 2000 exp for accepting her tutelage. She'll give you some spells to start off with, 5000 exp, and a really powerful earring for mages. Mebbeth will also now start selling a large variety of low level spells. Now is a good time for an interlude with Dak'kon. If your Wisdom isn't 18, go buy a Tattoo of the Soul. Talk to Dak'kon about The Art and ask him to teach you using Way of Zerthimon. You will now be able to use The Unbroken Circle of Zerthimon from the inventory screen. Each time you read a circle and talk to Dak'kon about it, you should get access to the next circle (provided you learned the correct lesson). Learning the lessons of the First Circle will profit you 300 exp. Learning the lessons of the Second Circle will profit you 600 exp and the spell Scripture of Steel. Learning the lessons of the Third Circle will profit you 900 exp and the spell Submerge the Will. Learning the lessons of the Fourth Circle will profit you 1500 exp and the spell Vilquar's Eye. Learning the lessons of the Fifth Circle will profit you 3000 exp and the spell Power of One. Learning the lessons of the Sixth Circle will profit you 6000 exp and two copies of the spell Balance in All Things. The spell I really wanted to learn, of course, was Reign of Anger; but unfortunately you don't learn any spells from the First Circle. Bug? Oversight? You can go back and look at the Circle some more and puzzle out new combinations for 3000 exp. You need 19 Wisdom to understand the Seventh Circle, so you may not be able to do any of this yet. Doing so will get you 5000 exp and two copies of the spell Missile of Patience. If you have a high Int and Wis (19 each, I think), you can figure out yet another combination for 6000 exp. Learning the Eighth Circle and sharing it with Dak'kon gives you 10000 + 10000 exp. You'll get two copies of the spell Zerthimon's Focus, but more importantly, Dak'kon will become even more of a bad *shut your mouth*. He'll increase in Str, Dex, and Con. Thanks to Brian Brown for clueing me into this. After this interlude (I think this is a really cool word and like to use it a lot. (Don't use it in casual conversation though, or people will think you're a pretentious bastard. (And they'd be right. (I also like to use parentheses in pointless editorial comments.)))), I went back to being a Fighter. Okay, you're ready to find Pharod. Head west and hop onto the dilapidated wooden bridges. Follow them all the way through to the north and east until you come to a dead end. As you approach the archway, thrust forward a piece of junk and a portal should appear. Jump through and enter the doorway to The Trash Warrens. ix. Trash Warrens Anamoli will come up and greet you in a hostile fashion. It's probably not worth it to tangle with his crew as you will be doing enough fighting in here as is. Most of the Thugs here will attack you on sight. If you head south and then east, you'll spot a hostile Buried Villager who will run away at first sight. Follow her back and wipe out her cronies. Now head across the way to a chamber on the west side. There are three Thugs there, but you're not interested in them. There's a crate there that holds some Tails and a Cranium Rat Charm, which will serve as a Key. Turns out the hostile Villagers were guarding a portal to a bunch of Cranium Rats. Maybe the Buried Villagers were subjugated, or something. Approach the archway that was behind the band of Villagers, and the portal should open. Watch out, these Rats will sling some low level spells at you, but they still shouldn't be that great a threat. Raid the room and collect the tails, then exit through the portal. Head southeast until you find a bunch of Thugs led by a man named Bish. He'll run up and approach you. Just tell him that you want to see Pharod and he'll let you through. This will also give you 1200 exp. Don't head down those stairs just yet though, there are a few more things worth doing. Finish exploring the rest of the Warrens and fight off any Thugs who attack you. If they weren't so aggressive, they'd probably still be alive. I guess none of their mommas ever told them, "Don't start none, won't be none." There'll be a lone hostile Collector somewhere to the east, south of the crate you found earlier. After you attack him, however, a gang of Thugs will emerge from the shadows. Teach them a lesson in humility. When you're done exploring the Warrens, head back out to the southwest quad. Sell off any extra items before heading into The Office of Vermin and Disease Control. Sell all your newly acquired Tails to Phineas. Finish selling them and then conclude the conversation, then talk to him again. He'll give you a mission, should you choose to accept it. *insert theme from Mission: Impossible* QUEST: Kill the wererat in Phineas' basement. The wererat isn't too difficult to kill, and you can bust open a crate down here, too. Head back up to collect your 1000 exp and copper reward. You've tied up all the loose ends that you need to, so it's time to go delving down under for Pharod. Go back through the portal in Ragpicker's Square and head down the stairs beyond Bish. You're in the underworld now, baby. C. THE UNDERWORLD The Underworld and Upper Wards are basically the second third of the game (disc 3), The Hive being the first third (disc 2), and the as-of-yet-undiscovered areas the final third (disc 4). So congratulations, you're one-third of the way there. i. BURIED VILLAGE Okay, I lied. I know I talked a lot about how scummy The Alley of Dangerous Angles and Ragpicker's Square were, but Buried Village takes the cake in terms of scumacity (a word I just now made up to good effect). There's absolutely no point in talking to any of the unnamed Villagers. They're an ignorant unfriendly lot, so they can sod off. I would heartily recommend Marta the Seamstress' home first; it can be found on the west side of town. Marta's a batty one, all right, but she can be quite helpful. She has the unenviable job of removing everything from the corpses so the items can be sold individually before the corpses are toted off to the Dustmen. She'll also help you in searching your innards for any "thingies." You'll hit paydirt if you ask her to examine your intestines. It's worth 500 exp and two items: A Twisted Ring (+1 AC) and your intestines (useful later). She also sells a few items, the most important one being Teeth of the Viper, a decent weapon for Morte. She'll also let you rest in her home whenever you wish. You can check out Quint's Shop to the north next. He sells a couple of items which may of interest, the Angle-Less-Eye and the Shamanic Rod. It's worth buying the Angle-Less-Eye and replacing your original Eyeball with it (hang onto your eyeball). Some people also got a quest from Quint to find a Necklace that's located outside of Marta's, but he never talked to me about it. The exact cursor location is 1055 (x), 1680 (y). Thanks to Ralf Schuster for the exact coordinates. Talk to the man outside Ojo the Leatherhead's home. His name is Ku'u yin and he has a really strange problem. Evidently, a woman named Radine has stolen Ku'u Yin's name and number, and he is helpless without it. QUEST: Recover Ku'u Yin's number from Radine. Now go talk to Radine, she's south of here. You can ask her for the name and number back. You'll get 250 exp for this good deed. Get 2500 exp for giving Ku'u Yin his name and number. Accept his magical number tattoo as reward. Go ahead and enter Ojo's home now. I was unable to do much here except determine that he talks to someone in the wall. I surmise that it's a cranium rat, or possibly a ghoul, due to the chewing of the rags in his kip and the bite on Ojo's hand, but I have been unable to ferret out his secret. If you know anything about this, please drop me a line via e-mail. Walk over to the east side of town and talk to a collector by the name of Uhir. He'll tell you about how he lost his favorite knife; agree to recover it for him. QUEST: Find and return Uhir's 'lucky knife.' If you check out the southeast gate and listen to the conversation between Barr and his Guards, you'll hear them talking about the disappearance and presumed death of a local named Gris. Apparently, he has quite a stash tucked away somewhere. That's about all there is to Buried Village. Head to the northeast gate and talk to the Guards. They'll tell you to watch yourself in Pharod's Court. Well, it's time to finally meet Pharod! Head in and strike up a conversation with Pharod. Pharod will agree to tell you about yourself provided that you bring him a bronze sphere. QUEST: Get Bronze Sphere for Pharod. Before you run off to do this quest, though, ask him some pertinent questions. You can learn from Pharod the secret of his never-ending supply of bodies. I lied to him, because I wanted to go get experience from Sharegrave and Emoric. Speaking of whom, this is as good a time as any to run back up to Ragpicker's Square. You'll get 750 exp and some coppers for tattling on Pharod to Sharegrave. Head to the northeast quad and rat Pharod out to Emoric, too. This will net you 2500 exp and hundreds of copper. Back to Buried Village with you. Head to the southeast gate and talk to Barr. He'll let you through now. ii. THE WEEPING STONE CATACOMBS The Catacombs are filled with angry critters in the form of various Rats, undead, and Lesser Vargouilles. The Cranium Rats, in large groups, will start casting more dangerous spells like Ball Lightning. Fortunately, in each group, there will only be one Rat who casts spells. After you identify and locate this particular Rat, you can just take him out with a Magic Missile. There are a lot of exits here, but I wouldn't recommend exploring any of them just yet. Just walk around killing monsters and exploring the entire map for now. You've no doubt noticed that you can examine all the corpses on the ground. It's rather pointless right now, but it will be important later on. In the course of your exploration (on the west), you'll be greeted by one of the stone faces. The face, Glyve by name, needs your help. He tells you to talk to an artist by the name of Chad for more details. QUEST: Find the Decanter of Endless Water. Okay, you're ready to start entering some of these doors now. I recommend hitting The Crypt of the Embraced first. Open up the large coffin in the middle, you'll be immediately beset by a trio of tough ghouls. Turns out that you've found the remains of Gris. He does have a Hell of a tale to tell, but you can't understand it just yet. Go ahead and enter The Shattered Crypt now. Once you walk into the center of the room, you'll be ambushed by a large contingent of Lesser Vargouilles. Search the room for some really good treasure, including the Punch Daggers of Moorin, the second best weapon for Annah and one you can use in the meanwhile. Off to The Crypt of Dismemberment. This is probably one place where it'd be nice to be a Thief as the top room is trapped, but oh well. I just ran through the traps until I got to the stairs in the northwest. You can open up the tomb in the middle, but there's nothing in there of worth. Head downstairs and make sure your lunch stays down. A few Cranium Rats who seem to be feeding on the Big Pile o' Gore in the center of the room flee at your approach; but no matter, there is one corpse off to the right that seems newer. Examine it and take the Severed Arm. Identify the Arm and learn that it used to be yours. There are some interesting tattoos on there, but that can wait for now. You're done here. Journey to The Mosaic Crypt. This is a pretty crypt, but it's also trapped. You can raid the tomb for items, but there's supposed to be some great secret in this crypt, but I'll be damned if I can figure out what it is. That's good for now. You're ready for The Dead Nations. Insert Disc 3, baby! iii. THE DEAD NATIONS Whoa, that's a whole bunch of undead. Hargrimm the Bleak, priest of The Silent King will order you to submit. It's best to go along for now. In the chapel, you'll find the missing Dustman Soego. You can rest here if you wish. Soego's bed can be pried open but not while Soego is in the room. Hey kids, it's time to explore! There are plenty of items to find here and many containers to bash in or pick. You can talk to Hargrimm, but no amount of pleading or cajoling will get you free or an audience with his master, The Silent King. Hargrimm is full of a heapload of useful tidbits, though. I started wandering by swinging east first. I bumped into a Puzzled Skeleton. He'll pose a very difficult riddle, and I wasn't able to correctly reply. Head west and you'll bump into a Nameless Zombie, but you won't be able to communicate with her. If you keep on west, you'll run into a little cul-de-sac. Remember this area for later. For now, turn around and go south when you can. There's a Doubtful Skeleton in the hallway to whom you should talk. He's debating the Dustmen idea of the True Death. Head west into the zombie area. You'll meet the wise Stale Mary and can communicate with her if you have a high enough Wisdom. If you don't, Hargrimm will teach you to listen to her correctly. Ask her to teach you how to communicate with the other undead, and you'll learn Stories-Bones-Tell, not to mention gain 3750 exp. Go east from here and you'll find a Skeleton Merchant. I guess even the undead have consumer needs. Go back and talk to the Nameless Zombie. You can accept her quest (QUEST: Find the Nameless Zombie her name) but I just talked her into taking a new name and thinking one up for her for 5000 exp. Now head south towards where you entered, past the Doubting Skeleton. You should meet and greet the Riddling Skeleton. You can challenge him to a riddle- off. You get 625 exp for solving his first riddle, 1250 for the second, 1875 for the third, and then 2500 to get the answer to his stumper. You need a high Wisdom score to solve his riddles. You can go back and tell the Puzzled Skeleton, but it won't net you anything. Just east of the Riddling Skeleton is Acaste and her posse of ravenous slavering ghouls. The only interesting thing you'll learn from her is that Soego smells of "blooded rat." Wandering around to the east is a Knifed Ghoul. He has Uhir's knife and is willing to part with it for 6 Cranium Rat Tails. You'll get 600 exp for acquiring the knife. You can visit the antechamber of the Silent King's throne room, but you won't be able to get in without fighting off all of the inhabitants of The Dead Nations. The next thing you should do is talk to Soego. Distract him by telling him about the Doubting Skeleton. After he leaves, pry open the metal slab and have a peek at his journal for 2000 exp. Confront Soego and he'll transform and attack you. Kill him and make sure you hold onto his skull. Then go tell Hargrimm for 3750 exp. Unfortunately, he still won't release you from your bondage unless you prove yourself some more. QUEST: Seek out and slay any cranium rats in the Dead Nations. Remember the cul-de-sac? Head there now. You'll meet and beat 6 Cranium Rats who have snuck into The Dead Nations. This is an excellent source of Tails if you didn't have enough to satisfy the Knifed Ghoul earlier. Hargrimm will again reward you with 3750 exp; however, this time he will grant you your freedom as well to the tune of 7500 exp. Hargrimm will now let you buy healing and rest whenever you ask. Head out into The Weeping Stone Catacombs for a brief moment and talk to the corpse lying on the ground right outside. Turns out it's Chad, the artist whom the stone face Glyve mentioned. Before Chad will help you, though, he wants some Vargouilles dead. QUEST: Kill Vargouilles to prevent the corpse of Chad from becoming a Vargouille himself. Just head east and northwest until you run into the area that the Vargouilles frequent. Kill them and return to Chad for 3750 exp and directions to the Decanter of Endless Water. You can also talk to one of the corpses by the exit back to Buried Village. It turns out his name is Burt and he was a companion of Gris, along with someone named Lowden. Lowden ran off into The Crypt of Dismemberment, and presumably he is the one from whom you acquired your arm. Now enter The Crypt of the Embraced again. With your newfound skill, you can now communicate with Gris and hear his story. He'll also tell you that The Mosaic Crypt has a secret about it and "it smells different." He'll also tell you about a secret chamber in The Drowned Nations that he can't enter. He will tell you that his stash is hidden near his kip, to the right of Ojo's home. Thanks to Lucas Gyl for finally giving me clear directions to Gris' stash. It's to the south of Marta's house (looks sort of like a roof), and you can find Quint's Poison Charm near the tip of the roof- like object. So much for your brief foray back into the Catacombs, head back into The Dead Nations. This is now a good time to tackle The Drowned Nations. It's accessible through the doorway opposite the entrance to The Weeping Stone Catacombs. iv. THE DROWNED NATIONS There are lots of hidden goodies stashed away in various containers, so don't forget to keep clicking on everything you can. There is an exit to The Warrens of Thought nearby, but don't go through there. There are lots of different ways to go, but here's the way I took. Go east into the next room, you'll see two Ghouls held at bay by a Trocopotaca. It's guarding a corpse, and they want you to kill it in exchange for whatever the corpse has. Now go all the way west and then south into another room. Empty room (except for some items you can find). Turn around and then head south down the main passageway. Help the gang of Ghouls defeat the Trocopotaca. Go north of here. Three Trocopotacas for you to exterminate, one of them is already wounded. Go all the way west with a slight southerly slant. There'll be another two Ghouls fighting a Trocopotaca. Go back the way you came until you can turn south. You'll bump into two Ghouls who suddenly drop dead. Go south again. You'll see a group of Lesser Vargouilles ganging up on a Trocopotaca. I'd advise attacking the Vargouilles first to thin their ranks. Head east. At first there will only appear to be a single Trocopotaca here, but Lesser Vargouilles will quickly emerge. Keep going east until you find a pair of Trocopotacas. Eradicate them at your leisure and then claim your prize from the corpse. It's the Bronze Sphere Pharod desires. Okay, go back to the last intersection you haven't explored and then head east into a cross-shaped room. Two Ghouls are attempting to set a trap. I just sprung it and killed the Lesser Vargouilles that appeared. Go east into a very damp room. This is the room to which Chad directed you. The corpse lying in the middle of the room doesn't have the Decanter. Just look slightly north, though, and you'll see a pile of items. Fight off The Lesser Vargouilles and take the treasure. There are a *lot* of Vargouilles here, so you may have to grab the items and run. Among those items is, of course, the Decanter. Congratulations. Before you leave The Drowned Nations, there is one last area you can do. You will have an area on your map marked "sealed passageway." It's back where you found the Bronze Sphere and I believe it is the chamber that Gris couldn't figure out how to open. If you want to get this area out of the way, head back there now. You might as well do it, so you don't have to come back this way later. Enter through the sealed passageway and go it alone. a. SECRET TOMB This is a heavily trapped area that only The Nameless One can solve (since it requires dying a few times). There may be a more elegant way to figure this tomb out, but I never bothered. :) There are a few items you can find, but nothing all that important. Many of the containers contain traps nearby, too. It would be useful to be a Thief here, so you can see where all the traps are; but the important traps are in the center of the blade emblems (it's the mark of torment, but you shouldn't know that yet) on the floor. There are four of them each, located outside an entrance to the middle room. The first thing you want to do is head towards the middle room, taking care to step around the mighty lightning trap. You will be teleported to the northwest room. Tomb Key1 can be found inside the tomb in the middle of this room. Now go ahead and die. The big lightning trap is the easiest way to do this. When you die, you return to the tomb's entrance. Head back towards the middle room again. Now that you have Tomb Key1, you'll be transported off to the southeast room instead. Again, raid the tomb for Tomb Key2. Now die to return to the entrance. Head back to the middle room and be teleported to the southwest room. Again, open the tomb to retrieve Tomb Key3. Rinse, repeat, and die to return to the entrance. Head to the middle one more time, and this time you'll be let through. Examine all of the writing on the wall, starting with the west corner. Push each panel so that there is a click behind you. The second from the left is pretty important, read it all the way through. There are 8 panels in all. Now go examine the sarcophagus and open it up. Congratulations, you have found and read your missing journal. Move into the southwest room and you'll be teleported to a new location. There is a box full of goodness and a portal to take you out. Don't forget to pick up Morte and Dak'kon before heading all the way back to The Dead Nations. Have a chat with Morte about the line he omitted from your back. You'll gain 1000 exp. Tie up any loose ends here, because this may be your last chance to do so. exp for confronting him about it. If you want to be honorable and just, skip to section vi. Aftermath. v. THE WARRENS OF THOUGHT Head back into the Weeping Stone Catacombs and make your first stop Glyve. Put him out of his misery and receive 5000 exp. He'll tell you that the woman Nemelle in Clerk's Ward knows the power word for the Decanter. I was no longer Lawful Good after doing the next section, so I went back to a previously saved game. If this doesn't bother you in the least, then I'd recommend doing this. If you want to, head into The Warrens of Thought. You'll be greeted immediately by Mantuok, the voice of Many-As-One. He's got a poor temper and an itchy trigger finger. The only way I know to get past him (besides attack him) is by saying Soego sent me. If you get captured, just talk to the Wererat Guard to let you out. If Annah is in your party at this time, a Wererat friendly to Buried Village will free you. If you manage to fast talk past Mantuok, he'll escort you to the formidable Many-As-One. The only way you can get out of a fight here is to agree to do its bidding. QUEST: Discover the weaknesses of the Silent King for Many-as-One. Assuming you did this part (and I didn't), head back to The Dead Nations. I don't think there's any other way to do this other than killing the Royal Guards who protect the entrance to the throne room. You'll also have to knock off Hargrimm as he carries the Key. I would suggest attacking Hargrimm first as he is the only spellcaster you'll face here. If your Charisma is high enough, Stale Mary will open a portal to the Throne Room of The Silent King. There, you find out that The Silent King accepted the True Death and passed away. If you're Dexterous enough, you can do a little sleight of hand and exchange his skull for an ordinary one. Basically, Hargrimm and Stale Mary covered this up to keep Acaste and Many-as-One in check. Thanks to Brian Brown and Vikas Nagaraj for informing me about this branch. Vikas Nagaraj also went on to write that afterwards, he had a long conversation with Stale Mary and Hargrimm who offered him the throne. The game crashed every time he tried to accept, though. If you do find out the King's secret peaceably, I'm sure you can also report to Acaste. You'll discover that The Silent King is pretty darned silent. Return to Many- As-One after you've discovered the secret of The Dead Nations. You'll gain 7500 exp for reporting back, even if you lie; but if you lie, Many-As-One won't trigger any of your memories. You'll get 2000 exp and another 1000 exp for the memory sequence. After this, though, the Rats will turn mean on you and be hostile. What ingrates they are. Now that they're