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    FAQ/Walkthrough by NYu

    Version: 1.52 | Updated: 01/13/00 | Printable Version | Search This Guide

    {{{---((--$ PLANESCAPE: TORMENT $--))---}}}
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    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 hostile, you might as well kill them, 
    though it might be a little on the hard side for now.  You can always run away 
    and come back some other time.  Many-As-One is one of the tougher foes you'll 
    meet, especially at this stage of the game.
    
    
    
    vi. AFTERMATH
    
    You've done what you set out to do.  Leave The Weeping Stone Catacombs and head 
    back up.  Show Barr the Sphere to be let back in without paying any money.  
    Before going to Pharod's Court, return Uhir's Knife for 5000 exp.  Now return to 
    Pharod.
    
    Obtain 15000 exp for giving Pharod the Sphere and ask for your answers.  Don't 
    forget to push him about the "tribute" he took when his adopted daughter Annah 
    found your corpse.  Pharod will direct Annah to show you where you died and 
    she'll now join your group automatically.  Woo hoo!  QUEST: Find the site where 
    Annah found your body.
    
    
    
    a. ANNAH
    
    You should have the Punch Daggers of Moorin and Enchanted Punch Daggers at this 
    point.  Give them both to Annah as she can dual wield them.  Take some time to 
    talk to Annah and explore all of your dialogue options.  Ask her what she found 
    on your body and get a ring back.  Annah is also capable of training you as a 
    Thief.  You can help each other with Thief skills, depending on who's got a 
    higher percentage.  You gain 1000 exp each time you do this.  Also talk a little 
    bit to Annah and learn that she was drawn to you in the Alley for 2500 exp.
    
    Annah is a decent character.  The Nameless One, Morte, or Dak'kon should be able 
    to bash open almost anything, so you don't need to allocate that many points to 
    Pick Locks and Find/Remove Traps.  Put most of them into Stealth and Pick 
    Pockets.  Stealth will help you hide so you can backstab for obscene amounts of 
    damage, and Pick Pockets will give you Annah's special five-fingered discount on 
    expensive items you wouldn't otherwise be able to afford.
    
    
    
    Time to head back to The Hive, specifically, The Gathering Dust Bar in the 
    northeast quad.  Tell Emoric the truth about Soego to receive 2500 exp.  Joining 
    will net you another 2500 exp, but I always choose to remain Factionless.
    
    Head to the southeast quad.  Don't worry about trying to free Ignus with the 
    Decanter just yet, because you don't know the power word to active its full 
    potential.  Just head over to Fell's Tattoo Parlor.  Ask Fell about the tattooed 
    Arm of yours, and he'll give you some information and new tattoos will be 
    available for sale.  These are definitely worth buying, as they infuse you with 
    experience and permanent bonuses.  It'll run you 4200 coppers, but you should 
    have that much by now.
    
    Now talk to Fell again and ask Dak'kon to translate for you.  Dak'kon will lie 
    when you ask him about the tattoos on the Arm.  You get 750 exp for challenging 
    him on this.  He says he will tell you more about the four on the tattoo later.  
    Leave the Tattoo Parlor and then ask Dak'kon about your travels and then ask him 
    about the Arm again.  Now ask him about everything he's willing to talk about.  
    When you ask him about the archer, you will recall that his name is Xachariah 
    for 3000 exp.
    
    Now approach the door to The Tenement of Thugs and Annah will tell you how to 
    bypass its magic.  Don't head in quite yet, though, there's one more thing you 
    should do.  It's time to return to The Mortuary in the northeast quad.  Don't 
    bother having Pox smuggle you in, just tell a Gate Guard that you're here to 
    visit Deionarra, and you'll be let in.  Head up to the second floor.
    
    You'll find that you can now use Stories-Bones-Tell on all of the undead here.  
    Dhall has said that no doubt that others who have walked your path are interred 
    here, Deionarra is just the only one he knows about for sure.  Zombie 257 in the 
    Northeast Preparation Room will talk to you, but will be pretty incoherent.  As 
    you walk off, though, it'll mention "Limbo."
    
    On the third floor southwest of the eastern staircase, Zombie 310 will answer 
    your Stories-Bone-Tell ability.  While he tells an interesting tale, I don't 
    think it has any bearing on your plight.  The burned Zombie in the northwest 
    corner will tell you a little about Ignus, but that's all.
    
    Head back to the first floor.  The most interesting Zombie remains standing in 
    the room north of the eastern stairs.  Use Stories-Bones-Tell on Zombie 331 and 
    find out that he's your former companion, the archer Xachariah.  There are some 
    items hidden inside Xachariah, including something you stabbed into him long 
    ago.  As you leave, Xachariah will ask you to truly put him in the Dead-Book.  
    Let him rest in peace and resume your journey.  Credit goes to Marco Melgazzi 
    for sending this one in even though he truthfully admitted that he wasn't the 
    first to discover it.  This tiny quest didn't reward that much experience, but 
    it did answer some nagging questions and tied up some loose threads I thought 
    existed after I beat the game for the first time.  It's this level of depth and 
    storytelling that makes me really love Planescape: Torment for all its flaws.
    
    Time to tackle The Tenement of Thugs in the southeast quad; and as you head in, 
    you'll view Pharod's unfortunate fate.
    
    
    
    D. THE UPPER WARDS
    
    
    
    i. THE TENEMENT OF THUGS
    
    This is another fairly straightforward area.  I wasn't able to get much of a 
    reaction out of the beautiful tiefling painter, so I just left her to her work.  
    Head inside and check out the nearby rooms in the hallway.  The northwest room 
    contains two Painted Thugs duking it out with each other.  Apparently, they 
    painted each other in each other's sleep.
    
    In general, the Starved Dog Barking Thugs are slightly tougher than your average 
    thug, and the Veterans tougher still.  Thankfully, their relative toughness is 
    not to the same degree that Yogi is smarter than the average bear.
    
    Turn now into the southeast room, which will open up to the main area.  You'll 
    see two doors in this hallway; go northeast first.  Inside, you'll find the 
    legendary blind seer Tiresias of Homeric fame.  He went crazy on me, and I wound 
    up snapping his neck.  Oh well.  Head into the room across the hall and you'll 
    see a woman named Sybil calling for your attention.  Go talk to her and find out 
    what she wants.  There are a dozen Chaosmen in the next room, so brute force 
    won't work here until you're significantly stronger.   Actually, you might be 
    able to handle this fight, but you'll come out of it at lot worse for the wear.  
    I'd recommend guile over a direct attack this time.  QUEST: Find Key and sneak 
    out of Tenement.  You can always come back at a later point and kill them all 
    with a single Cloudkill spell if you don't like running away from fights.
    
    The Key is located upstairs.  Go back into the hallway and enter the southeast 
    door.  Go into the southwest room and kill the Thugs therein.  The northwest 
    door in this room is locked.  This is the one by which you'll exit once you get 
    the Key.  Go southwest instead and follow all the way until you get into a 
    bathroom with a lone Thug.  Search the toilet and pick up a Blood Fly Charm.  
    
    Head back to the room with all the crates.  The first door as you come back in 
    will also be locked but you won't be able to get in unless you kill the bald 
    Veteran in the other and take his Keys.  Their mighty storeoom treasure only 
    turned out to be 121 coppers.  Whoop dee frickin' do.  Try the next one and take 
    the stairs up.
    
    There's a trap in the room on the left, so have Annah disarm it.  I hope you're 
    not forgetting to search everything, as there definitely are some decent items 
    to be found that can be sold.  The room across the hall holds nothing of 
    interest, so swing through the door north.  There's a Thug and Veteran you need 
    to pen into the Dead-Book.  Run up the stairs they were guarding and get ready 
    for a spell-slinging foe.
    
    There are two Thugs and a Veteran protecting a Mage who just happens to be a 
    perfect target for Morte's Litany of Curses.  Dak'kon can also disrupt any 
    spells he might cast with a constant stream of Reign of Angers.  Yes, of course 
    it's the Mage who has the Tenement Key.  Don't forget to check out the other two 
    rooms before heading back down.  The room on the right contains a solitary Thug.  
    Head back down to the first floor.
    
    Go to the room that I mentioned before.  The door that was locked will lead into 
    the south end of the room with the dozen Chaosmen.  You don't want to be 
    spotted, or they'll immediately attack.  Since you only need one character to 
    find the exit, you can just make Annah hide in the shadows and exit out to the 
    southwest into The Alley of Lingering Sighs.
    
    
    
    ii. ALLEY OF LINGERING SIGHS
    
    Sybil will immediately follow you out and hand you an Adder's Tear and 1000 exp.  
    Go west and south until you see a Dabus.  Just to the south of this Dabus will 
    be a building you should enter.  Inside you'll find the corpse of a recently 
    deceased Dabus.  Use your Stories-Bone-Tell ability on it for 1000 exp and to 
    discover the mysterious reason it died.  Don't forget to take its Hammer before 
    you leave.
    
    Now leave south, turn east, and exit out the southeast gate.  Annah will take 
    over from here and the Alley itself will talk to you.  Recall the memory it 
    brings up for a cool FMV sequence.  It asks you to remove the Dabus so that it 
    can divide.  QUEST: Get rid of dabus in the Alley of Lingering Sighs.
    
    Go back to the Dabus you saw repairing earlier, but don't kill it lest you bring 
    The Lady's wrath down upon yourself.  Instead, tell the Dabus about the body you 
    discovered earlier.  It will leave to examine the building, and the door will 
    immediately lock behind it.  Now return to the sentient Alley.  You'll gain 
    11500 exp for solving this non-violently and without attracting The Lady's gaze.
    
    Unfortunately, the Alley still needs some help.  QUEST: Undo repairs the dabus 
    made to the Alley.  You should still have a Hammer and Iron Prybar (there's 
    another in The Tenement of Thugs that you should have found if you sold or lost 
    your previous one).  Go back up the stairs and look for the spots to repair.
    
    Just sweep your mouse over the points until you get a question mark.  You'll 
    then be prompted to examine and then modify the structure.  The first site 
    should be just northwest of where you come up from the stairs.  It's a 
    ramshackle building that vaguely resembles a shack of some sort.  Loosen some of 
    it with the Prybar and move on.  The other construction site is the building 
    north of the one where you found the corpse of the Dabus.  Hammer some stuff 
    back into place and go back to talk to the Alley.
    
    Just before you head back, though, transfer *all* of Morte's equipment to your 
    other characters.  Just trust me on this one.  It'll save you a little bit of 
    hassle in the near future.  The Alley will reward you with 16250 exp and will be 
    able to divide, allowing access to the Upper Wards.
    
    
    
    iii. LOWER WARD
    
    Crap!  As soon as you enter the Lower Ward, you'll be distracted while a pair of 
    Wererats captures Morte.  Not to worry, though, you'll be able to recover him at 
    any time you desire.
    
    Turn your attention to the people around you.  There will be a large bald 
    warrior named Korur. Assuming you specialized in Fighter once, he will be able 
    to train you up to 4 levels (5 if you specialized twice) in any given weapon 
    proficiency.  Korur, and many other Ward inhabitants, will tell you to look for 
    a gutted or wrecked building in the Ward.
    
    Now go northeast a little and talk to Sebastion the pseudo-Mage.  Sebastion 
    promises to help you in return for your cooperation in another affair.  QUEST: 
    Kill Grosuk the abishai for Sebastion.  You'll also first learn of the siege 
    tower here.  If you ask Sebastion about the Lower Ward, you'll get a memory 
    worth 500 exp.
    
    Just to the right of Sebastion is a haughty Aasimar named Xanthia.  Find out 
    about the Thokola and the fight they're about to regret getting into.  I felt 
    bad for them, so I talked to Thorp and warned them for 6000 exp.  He'll also 
    give you a pouch of coins after telling them Xanthia deliberately tried to get 
    them killed.  If you tell Xanthia you did what you felt was right, you'll get 
    another 2000 exp.
    
    Below the Thokola is a seedy individual named Byron Pikit.  Asking him about 
    thieves will net you 2000 exp.  He'll also direct you to a man named Lenny 
    standing south of the siege tower.  Go talk to Lenny and ask him about thievery.  
    He's willing to train you and that will net you 2500 exp and the Punch Daggers 
    of Zar'Anun, a very nice item for Annah.  I went back to being a Fighter 
    immediately, though at this point, you might want to start gaining levels in 
    Mage and stay there for the rest of the game.
    
    You may have noticed an auctioneer named Giltspur standing outside The 
    Marketplace near Pikit.  Go talk to him and ask him for a job.  QUEST: Take a 
    handbill to Scofflaw Penn at Print Shop to be printed.  He also sells items and 
    rents out rooms, so if you need to rest, he's your man.
    
    Now head north.  You should be able to see the Godsmen and the Great Foundry, 
    but there's no reason for going there just yet.  There is a Githzerai woman 
    named An'azi who is suffering greatly, so allow Dak'kon to put her out of misery 
    mercifully.  There's also a Githyanki named Yi'imin wandering around here, but I 
    never talked to him due to the racial hatred between the Githzerai and 
    Githyanki.  There's another zerth here by the name of Kii'na, but she and 
    Dak'kon really hate each other.
    
    After you mercifully kill An'azi, you can talk to Yi'imin and Kii'na and they 
    want to kill you for your act.  If you let them, you'll then gain some 
    interesting information.  Thanks to Ralf Schuster for this.
    
    Keep moving along the north side until you see Deran and the criminals he sells 
    into service.  There is one slave standing by herself named Trist.  Go introduce 
    yourself and put yourself at her service to get her out of her predicament.  
    QUEST: Find Trist's loan documents.  Talk to Deran and tell him you're trying to 
    help Trist, he'll keep her off the block for the time being.  Go back and talk 
    to Pikit.  You'll get 1000 exp for talking to him about his possible 
    deviousness.
    
    Talk a quick break from this quest and visit The Marketplace.  Make friends with 
    the two Harmonium Guards at the two entrances, Drixel and Corvus.  Corvus knows 
    quite a bit, but he won't fully disclose anything until he gets to know you 
    better.  It turns out Corvus is infatuated with one of the young ladies shopping 
    here.  Her name is Karina and you'll get 2000 exp for befriending her but she's 
    still lonely.  QUEST: Karina needs a friend.  Go back to Corvus and get 2000 exp 
    for telling him her name and that she's lonely.  Corvus will now be willing to 
    tell you a little more about Lenny and Pikit.  Talk to Karina again for another 
    500 exp.
    
    If you're in the mood to buy something, Cinder sells spells, Anze weapons, and 
    Aalek charms and magic items.  Personally, I'd wait until Annah's Pick Pocket 
    skill is sufficiently high, and then just steal whatever you need.  Anze's son 
    Lazlo, who works at the furnace, is also worth talking to.  After talking to 
    him, you'll figure out the key and the location of the portal.  That's enough of 
    the Marketplace for a bit.  Cinder will also tell you that Corvus is very 
    interested in solving the crime of Zak's murder (Zak was Trist's husband).
    
    Go back and talk to Lenny.  Bluff him into giving you the papers and 1000 exp.  
    Learn about Pikit's documents at the Warehouse for another 4000 exp.  QUEST: Get 
    evidence that Byron Pikit is a criminal.
    
    You should have noticed the Warehouse, it's just by the auction block where 
    Trist is being held.  This area is pretty buggy, because everyone says there's a 
    management problem that you need to solve here, but I've never encountered it.  
    For version 1.0 of the game, you can just talk to the Vault of the Ninth World 
    and simply claim whatever items you need.  Take the papers and claim a large bag 
    of coins, too.  It's probably yours from some time ago, since you correctly 
    guessed the amount of coins, so it's not really stealing.
    
    Now go talk to Trist and free her by showing the documents to Deran.  You'll win 
    4000 exp and Trist's freedom.  Talk to Trist again, and she'll come back and 
    reward you with 4000 exp and some copper.  Return to the Marketplace to converse 
    with Corvus.  Give him the evidence about Pikit for 2000 exp to get that scum 
    off the streets.
    
    Head to the northeast corner and enter the Printing Shop.  Give him Giltspur's 
    handbill.  You can also confront him about the note you found in the hidden tomb 
    that was written to the Anarchist spy in The Mortuary, but he'll just rip it up 
    and claim defamation of character.  Perhaps he would have been more amenable if 
    I wasn't Lawful Good and had higher Charisma.  Report to Giltspur for 6000 exp 
    and another job.  QUEST: Take a message to Keldor of Durian at the Foundry.  
    This job can wait, though, as you'll spend a significant amount of time in the 
    Foundry once you decide to enter.
    
    In the southeast corner, you'll see a building marked The Coffin Maker.  Speak 
    with Hamrys and bring up the Secret Tomb in the Drowned Nations.  It turns out 
    his father designed it for you (and that you killed his father afterwards), but 
    he needs you to fetch the tomb plans back from The Warehouse since they're 
    having problems (buggy non-existent problems, that is).  Thanks to Vikas Nagaraj 
    for reprimanding me for accidentally leaving this out in previous versions of 
    the FAQ.
    
    Talk to Dimtree next.  Turns out he's a Zombie that Sebastion animated to keep 
    the obnoxious Hamrys occupied in his shop.  Unfortunately, Dimtree has to endure 
    a nonstop stream of Hamrys' blather, so he's suffering.  QUEST: Release Dimtree 
    from his zombie condition.  There's not much to get from Hamrys other than some 
    basic information at this point, so go talk to Dimtree's master Sebastion.  
    Sebastion can't do it himself, but he'll turn his back and let you read a book 
    from which you can learn the method to put Dimtree to rest.  Gain 4000 exp.  Let 
    Dimtree rest and gain another 4000 exp.
    
    Okay, poor Morte is probably suffering so you should go free him.  Enter A 
    Wrecked House, it's down on the south side of The Lower Ward.  The house has a 
    pretty interior, but it's down the stairs to grandmother's house you should go.  
    Morte will yell at you to free him, but dread Lothar will suddenly appear.  Be 
    polite because Lothar can kill you with one hit.  Get 30000 exp for telling 
    Lothar that a crypt that he is interested in is emtpy (it's the one a former you 
    designed).  You should know because you've already thoroughly explored The 
    Weeping Stone Catacombs and surrounding area.  Lothar won't just give Morte 
    back, though.  QUEST: Find a skull of great value. Get 15000 exp for giving him 
    a skull in which Lothar is sufficiently intrigued.  I used the Skull of Soego, 
    but if you killed any of the unique personalities in The Dead Nations, their 
    Skulls will also suffice.  Lothar will also tell you a few important things, 
    namely that you have lost your mortality and must seek out a night hag to answer 
    your questions.  QUEST: Find the night hag Ravel Puzzlewell.  Head out of 
    Lothar's and pick up Morte.  Morte will also have a new special ability that 
    really rocks your world.
    
    You can get 2000 exp from the skull on the shelf in the southeast by asking him 
    about Ravel and her question.  A couple of the other skulls will tell you about 
    Mantuok and a powerful book that he carries.  You can find him by going down the 
    passage under the divan.  The portal beyond him will drop you off right outside 
    The Crypt of Dismemberment.  Matt Thomson confrimed that you can use the 
    Poisoned Cheese item (sold in the Lower Ward) on Mantuok here instead of 
    fighting him.
    
    Should you choose to kill Mantuok for The Grimoire of Pestilential Thought, you 
    can try to unlock its powers for yourself.  If you listen to too much of its 
    advice, you will become tainted somehow.  It will teach you the spell Blindness 
    for a drop of your blood, but the price increases exponentially after that.  It 
    next asks you to sell one of your companions into bondage and seek out Vrischika 
    the importer in Clerk's Ward.  QUEST: Sell a companion into slavery.  Vrischika 
    will pay you 5000 copper for any of your companions.  The Grimoire will then 
    teach you Adder's Kiss.  Now it will ask you to betray one of your companions.  
    QUEST: Kill a companion for additional power.   You have to do it alone and 
    without spells.  Afterwards, it will teach you Power Word, Kill.  Obviously, 
    none of this is really worth doing, but some of you evil types might be 
    interested.  Thanks to Erik S. for dropping me a line on The Grimoire.
    
    Now that Morte's back in your party, it's worth dropping in on The Pawn Shop.  
    Miccah and Brokah are an excellent source of insults and curses.  There's not 
    that much to buy there, but it's worth a stop to pick up a few funny curses.
    
    With Morte's extra muscle, feel free to tackle Grosuk, too.  He's located east 
    of the siege tower by the drawbridges, trying to determine a way in.  You can 
    tell Grosuk that Sebastion sent you, but you won't profit much from that, and 
    Sebastion definitely won't.  You can also open the portal up after you kill him.  
    Just approach the eastern drawbridge and when prompted, suppress any desire to 
    enter.
    
    Go inside and meet Coaxmetal, a bitter iron golem who forges weapons for Entropy 
    itself.  Talk with Coaxmetal a bit and get 10000 exp and a weapon that can kill 
    even you when you are in a location cut off from the Planes.  Coaxmetal also 
    sells a couple of cool weapons, like Punch Daggers of Shar and Spiked Gauntlets 
    of Ogre Power.  I never had a weapon that he seemed that interested in, though.  
    Brian Brown wrote that Coaxmetal's inventory seems to change based on what 
    weapons you are carrying.
    
    That's enough for now, return outside to Sebastion.  He'll give you 4000 exp and 
    raise your Charisma permanently by +2.  Now go deliver Giltspur's Note and let 
    that be your reason to give the Godsman Guard.
    
    
    
    iv. THE GREAT FOUNDRY
    
    There's not very much you can do in the main room except take note of the 
    important people, such as the superviors Thildon and Alissa Tield.  As long as 
    you're talking to him, ask Thildon for a piece of Ore.  There's also an office 
    to southeast (the other room is empty) that is occupied by a Guard and Nadilin.  
    Also, as long as you're here, buy the equipment you'll need for forge work from 
    Nadilin for forty coppers.
    
    Exit northeast into The Godsmen Hall.  Meet Sarossa briefly and head up the 
    stairs to the north.  If you join the Godsmen later and ask Sarossa to teach you 
    with her special talent, you'll gain a permanent +1 Wisdom.  There is an 
    engineer named Bedai-Lihn standing by herself on the balcony.  She'll tell you 
    about some of the other people here and how she doesn't like how the Godsmen are 
    building a weapon of mass destruction, but that's about it for now.
    
    Go back down the stairs and up the northeast staircase.  Sarossa's brother Saros 
    is wandering around The Hall.  It's evident he doesn't care for Thildon at all.  
    The man you came to see is behind the desk.  Deliver the note to Keldor and then 
    ask him about The Godsmen.  QUESTS: Join the Godsmen and Forge an Item.
    
    Before you head back to the forge, go the northeast and meet a man named Nihl 
    Xander.  His great-grandfather was commissioned to build a dreambuilder by one 
    of your previous incarnations.  QUESTS: Help complete the Dreambuilder in the 
    Great Foundry and Fetch a vial of skin and blood.  If you head up the stairs and 
    tak to a Guard, you'll find that the factor Sandoz, the father of Saros and 
    Sarossa, is away on a trip.  Okay, now it's okay to return to The Foundry.
    
    Just approach any of the Godsman smiths and they'll give you a crash course on 
    using the forge.  Pick the unusued one to the southwest.  Work it, baby, work 
    it.  Ready the tongs, pick up the ore with the tongs and hold it in the flames, 
    place the softened ore on the forge and work it into shape.  I built a battle-
    axe, the item that required the most skill and patience.  Return to Keldor and 
    present your work for 8000 exp.
    
    Accept the next task.  QUEST: Solve the murder of Avildon the smith.  Talk to 
    Alissa first, and she'll tell you the possible suspects: Thildon, Saros, and 
    Bedai-Lihn.  Now have a word or two with Thildon; he'll try to implicate Saros.  
    Now run back and talk to Saros.  If you ask Saros whether he has any leads or 
    not, he'll give you Thildon's Awl, something he said he found at the murder 
    scene.  Go back and talk to Thildon.  Thildon will call Saros a thief, go talk 
    to Saros.  Saros will make more accusations, so you need to talk to Thildon 
    again.  He'll tell you that Saros and Bedai-Lihn are really Anarchists.  Talk to 
    Bedai-Lihn now.  Now go talk to Saros again.  He wants you to talk to Thildon 
    again.  Do so.  After you confront him, Thildon will try to talk you into 
    letting him go with the promise of a bribe, but I didn't give him the chance.  
    Gain 10000 exp for solving the crime.  I turned Thildon in but gave Saros a 
    chance at redemption.
    
    You still have one more task before you can become a Godsman.  QUEST: Prevent 
    Sandoz from killing himself.  Talk to Sarossa about her father Sandoz and learn 
    a little bit about him.  You can also gain 200 exp by talking to Saros about 
    being independent from the Anarchists.  Go up the stairs behind Xander and talk 
    to Sandoz from behind the door.  Talk him out of it by asking him what he's seen 
    and why it's so bad.  He'll still be moody, but he won't be suicidal anymore.  
    Gain 12000 exp when you return to Keldor.
    
    You can join the Godsmen now if you wish for 8000 exp.  If you do, you can see 
    the secret project (nothing that'll affect the course of the game), rest by 
    talking to Keldor, and buy items from Keldor.  Also, as previously mentioned, 
    you can go get an extra point of Wisdom by asking Sarossa.  Also as 
    aforementioned, I always choose to remain Factionless.
    
    Leave The Great Foundry, because you're ready to tackle Clerk's Ward.  Don't 
    forget to check in with Giltspur for another 6000 exp and another job.  QUEST: 
    Take the handbill to Barkis at the Smoldering Corpse.  The entrance to the Upper 
    Ward is in the southeast.
    
    
    
    v. Clerk's Ward
    
    Head northeast from the gate, and you'll see a man named Malmaner standing 
    outside of The Tailor.  Talk to him and you'll discover that he's in foul odor 
    with the owner inside, so he needs you to pick something up for him.  QUEST: 
    Retrieve Malmaner's costume from Goncalves.  Head inside and wait while 
    Goncalves finds the time to talk to you.  Get the costume and give it to 
    Malmaner for 8000 exp, but warn him many other people are attending as Dustmen.  
    QUEST: Obtain a second costume for Malmaner.  Get a Godsman costume from 
    Goncalves and give it to Malmaner for 6000 exp.  The Tailor also sells magical 
    garments for females, and it is the only place where you can buy armor items.  
    When you have the extra cash or Annah's Pick Pockets skill is high enough, you 
    can acquire armor for Annah and Fall-from-Grace here. 
    
    You'll notice a couple of entrances to UnderSigil as you explore Clerk's Ward, 
    but I'd heed the warnings of the Harmonium Guards standing outside for now.  
    There's great experience to be had down there, but also great danger.
    
    There is a woman named Diligence followed by a Harmonium Guard named Matter-of-
    Course.  I don't know if they have any purpose other to be a piece of dry humor.  
    Send me an e-mail if you manage to accomplish anything with them.
    
    Wander around the Ward until you have a complete map.  To the southeast of The 
    Brothel for Slating Intellectual Lusts are a couple of people you may want to 
    whom you may want to talk.  Ignore Eli Havelock for now, but remember his 
    location.  Instead, heckle the Old Poet for fun.  Go in front of The Brothel and 
    talk to Jolmi's Messenger.  He'll ask you to meet his mistress inside The Civic 
    Festhall.
    
    South of the gate you'll see a small cafe with a few interesting patrons.  Talk 
    to the Drunken Mage first, find out his problem, and then conclude the 
    conversation.  Next talk to Able Ponder-Thought and grill him extensively.  You 
    can trade many insults and banter much when you first talk to him.
    
    Now talk to the pretty Aasimar by the name of Nemelle.  She'll give you the 
    command word the Decanter and a quest.  QUEST: Find Aelwyn for Nemelle.  Swing 
    around south to check out the rest of Clerk's Ward.  Locate the Advocate's Home, 
    Art and Curio Galleria, Finam the Linguist's Home, Curiosity Shop, and 
    Apothecary; but don't go into any of them just yet.  To the southeast of The 
    Apothecary is another cafe.  Aelwyn is here and will ask you to tell Nemelle 
    where she is.  You may pass by a Performance Artist who really *is* stuck inside 
    an invisible box because he did an impersonation of a passing mage.  Report back 
    to Nemelle for 8000 exp and a kiss that bestows +3 max HP.  She won't answer any 
    questions now, but just follow her back to Aelwyn and talk to Aelwyn.  She'll 
    tell you that you were almost lovers and that you used to be a Sensate.
    
    Head towards the Civic Festhall in the northeast corner.  You'll see an eldery 
    fortuneteller named Elobrande.  She'll give you a scroll that she was told to 
    give you long ago.  Read it and take some damage and then ask Elobrande about 
    it.
    
    Continue towards the Festhall and a woman dressed in red named Sarhava Vjhul 
    will wish to speak with you and start a fight with Annah.  Just call for the 
    Guards to head off any impending violence.  According to Matt Thomson, if you 
    have Grace in your party at this point, you will find out that Sarhava used to 
    be one of Grace's students (probably the one who used to have the tenth sensory 
    stone).  You can resolve any problems peaceably and gain some exp in the 
    process.
    
    Also talk to Salabesh the Onyx in 
    this area.  Talk to him and learn that he is The Master of Curses and wishes to 
    be the future mage-tutor of the Festhall.  Ask him if he cursed the street 
    performer down the street.  It turns out he did, but he says the curse is 
    harmless and enhances his act.
    
    
    
    vi. THE CIVIC FESTHALL
    
    
    
    Enter the Civic Festhall.  Talk to Splinter about everything he is willing to 
    talk about.  It's very easy to join the Sensates, but it's really not worth it.  
    Instead, you can utilize Nemelle's knowledge that you used to be a Sensate.  
    You'll get all the privileges of a member (access to Private Sensoriums, free 
    room & board, can purchase items from Splinter), but won't actually have to 
    join.
    
    The noblewoman Jolmi who sent the messenger is here.  You can let her kill you 
    for 1000 coppers.  You'll also see Mertwyn the Headless who is aptly named for 
    he really is missing his head.  You can also talk to (Romeo) Montague in the 
    main room and find out that he's having relationship problems.
    
    Wandering around inside will be Jumble Murdersense, the man who cursed Reekwind.  
    He'll curse you, but don't panic just yet.  Go outside and consult Salabesh.  
    Question his sense of superiority, and he'll teach you a curse you can use on 
    Jumble.  You'll get 10000 exp for cursing Jumble and making him leave innocents 
    alone.  Get another 1000 exp for telling him to take the curse of Reekwind as 
    well.
    
    Head further inside the Festhall until you see the Warriors-in-Training on the 
    south side.  Talk to one of the idle ones to find out where the trainer is.  Do 
    the same for the Thieves-in-Training and Mages-in-Training in the next two 
    rooms.  You may notice an old grump named Merriman walking around, but he won't 
    be willing to talk to you at this point.
    
    The Fighter trainer Qui-Sai is in the room off to the northeast of the main 
    foyer.  Be patient and he will speak to you.  Learn the Way of Stone from him 
    and get a permanent +1 bonus to your AC.  Get 10000 exp for talking Qui-Sai into 
    training you as a Fighter.
    
    Head outside to find the Thief trainer.  Remember Eli Havelock?  Go find him and 
    talk to him.  You'll get 12000 exp to get him to return to the Festhall as a 
    trainer, but it'll cost you 500 coppers.  Return to the Festhall.
    
    Talk to Splinter and have him escort you to the Public Sensoriums.  You can find 
    the gray-haired Lady Thorncombe here getting addicted to the sensory stones.  
    She will refuse to help you, so seek out Salabesh the Onyx instead.  Tell him 
    that Lady Thorncombe is addicted and he'll request to be the new tutor.  Return 
    to the Sensoriums and give Lady Thorncombe a chance to redeem herself.  Once you 
    warn her about Salabesh trying to usurp her position, she will snap out of her 
    reverie and you'll gain 12000 exp.
    
    Now all the trainers are back and you can purchase spells from Lady Thorncombe.  
    Before you leave the Sensorium, though, experience the sensations.  Ask the 
    Sensate Guides to activate the sensory stones.  The simple sensations (14 in 
    all) cost 10 coppers and reward 750 exp each the first time you experience them.  
    That's a mighty 10500 exp for a mere pittance of 140 copper.  The extravagant 
    sensations (6 in all) cost 50 coppers and reward 1500 exp each the first time 
    you experience them.  That's a total of 9000 exp for 300 copper, not quite as 
    efficient, but definitely worth it.
    
    You can catch a few lectures if you want, too.  In the room southeast of the 
    foyer, Ghysis the Crooked is lecturing on The Blood War.  You can recall a 
    memory of being involved in The Blood War for 1500 exp.  In the Western Lecture 
    Hall, Three-Planes-Aligned speaks on alignment and belief in the Planes.  In the 
    next room over, Death's Advocate is giving a lecture which you and Morte can 
    ridicule.  Head east of the Lecture Halls into the Dormitories.
    
    Head into the first room on the left.  You'll meet a striking woman named 
    Unfulfilled-Desire.  Learn that she has a really weird ability that can help out 
    the Drunken Mage when you tell him about it.  First talk to the Festhall Room 
    Clerk, though.  She'll give you a key to your old room.  Raid the shelves and 
    pick the lock on the cabinet to get the Dodecahedron item.  You'll get 5000 exp 
    for examining it and solving its puzzle but you won't be able to read the 
    message yet.  QUEST: Learn the language of the dodecahedron puzzle box.
    
    Leave the Festhall, there's lots more to do in Clerk's Ward.  Go talk to the 
    Drunken Mage and tell him about Unfulfilled-Desire for 10000 exp and a Frost-Ale 
    Mug that you'll need in a bit.
    
    Also, get acquainted with Iannis the Advocate.  It turns you know him, he is the 
    father of Deionarra.  I vowed to help him know more about her tragic death and 
    the events that lead to those circumstances.
    
    Now stop in at Finam the Linguist's home.  Ask him to translate the 
    Dodecahedron, but he won't be able to because he lost his notes.  QUEST: Find 
    and return Finam's research journal.  His murdered father could teach the 
    language, and his ashes are on the small desk in the room.  You can use your 
    Stories-Bones-Tell ability on the urn to communicate with his father.  Learn the 
    language to the tune of 8000 exp and an additional 4000 exp for a memory about 
    killing Fin.
    
    You can now go ahead and read the message withon the Dodecahedron for 10000 exp.  
    Discover you have a legacy and go claim it from Iannis.  Before you do that, 
    though, kill the Thugs outside of Finam's.  It turns out the Thug Boss is 
    carrying Mertwyn's head.  QUEST: Return Mertwyn's head to his body.
    
    Okay, now return to Iannis and get your legacy for 8000 exp.  QUEST: Deliver 
    your receipt to the Great Foundry.  No need to claim the Receipt just yet.  
    Leave for now to pick up a few items from The Curiosity Shoppe.  Buy the 
    following exotic items: Fiend's Tongue, metallic cube figurine (Modron Cube), 
    Chocolate Quasit, Deva's Tears, and the Elixir of Horrific Separation.  It'll 
    cost you a pretty penny, but they're all worth it.
    
    Visit the Apothecary for the first time and find Pestle Kilnn in dire straits.  
    Get a Dream Vial for Xander in The Foundry and help Kilnn out with the Elixir 
    you just bought for 6000 exp.  After they're separated, talk to Pestle for your 
    reward of healing concoctions.
    
    Okay, you have enough to return to the Festhall now. Give Mertwyn his head for 
    8000 exp and some copper.  Now ask Splinter to take you to the Private 
    Sensoriums.
    
    Search out Quell, the mage dressed in blue and resident authority on Ravel 
    Puzzlewell.  Go talk to him and give him the Chocolate Quasit for 8000 exp after 
    his falls onto the ground.  Now he'll answer you questions about Ravel and sell 
    you magic candy.  QUEST: Find the portal key to Ravel's maze.
    
    Now check out all of the sensory stones here and use them.  The one on the left 
    is a trap but you can will yourself out of it for 500 exp.  The stone on the 
    bottom is a connection to Ravel.  Gain 6000 exp and she'll tell you more of what 
    you already knew, that the portal was started long ago in The Foundry and that 
    the key is a part of her.  The stone on the right is a link to Deionarra.  Gain 
    2000 exp and learn about her legacy.  Gain another 2000 exp as the memory 
    continues and yet another 2000 exp as it ends.
    
    Time to talk to Iannis the Advocate again.  Claim Deionarra's legacy for 8000 
    exp.  Also tell him about Deionarra's residual memories inside the Private 
    Sensoriums and volunteer to help him.  QUEST: Obtain permission for Iannis to 
    use Deionarra's sensory stone.  Return to the Festhall and talk to Splinter on 
    Iannis' behalf.  Obtain the permission and give Iannis the good news for 8000 
    exp.
    
    Wow, that was a lot of stuff to do, but you're basically down with the Festhall 
    except for a couple of short trips you'll need to make.
    
    
    
    vii. MISCELLANY
    
    
    
    You still have a few things needing doing in Clerk's Ward, though.  Visit the 
    Art and Curio Galleria.  Examine all the pieces of artwork.  Certain ones are 
    significant, and I'll outline those: Dark Birds of Oceanus - catch one in your 
    Frost-Ale Mug; Painting 'Gray Hag of Oinos' - 300 exp memory; Statue - break a 
    piece off with your forge hammer for 4000 exp and a fragile weapon.  You can 
    free him with the Gorgon Salve for the same amount of exp, but he'll complete 
    his curse and kill you.  According to Erik S. and Brian Brown, this will power 
    up Morte's Litany of Curses.  You can talk to Yvana about all the pieces of 
    artwork and the Modron Cube.  She also knows a bit about Ravel.
    
    Also this is a good time to buy/steal goods from The Curiosity Shoppe, and the 
    Marketplace and Pawn Shop in the Lower Ward.  You can also finish up the 
    dreambuilder quest.
    
    Go back into The Foundry.  Hit Nadilin first and use your claim Receipt and get 
    a whopping 40000 experience.  No go off to find Xander.  Give him the Dream Vial 
    and he'll send off to get something from the siege tower.  QUEST: Fetch a 
    birdcage festooned with razorblades.  Enter the siege tower and talk to 
    Coaxmetal to receive the item.  Return to Xander with the Dream Cage but he 
    still requires one item.  QUEST: Bring a coffin pillow to Xander.  Head over to 
    the Coffin Maker and talk to Hamrys.  Endure his droning speech and get tot he 
    gist of it by threatening him.  QUEST: Get a coffin pillow from the warehouse.  
    Again, they mention the non-existent problem at the Warehouse, you can just ask 
    the Vault for the item and get it.  Return to Xander with the Dream Pillow and 
    receive the Dream Key and 16000 exp.  The Dream Key will open the smaller locked 
    door northwest of the forge.  You'll go in alone and watch a weird dream 
    sequence that hints at past and future events.  After you're done, pick up your 
    party members and head to Clerk's Ward.
    
    
    
    viii. BROTHEL OF SLATING INTELLECTUAL LUSTS
    
    I know you've been dying to go in there, so head into the Brothel.  The first 
    thing you'll notice is "easily the most beautiful woman you have ever seen," the 
    proprietress of the Brothel, a succubus named Fall-from-Grace.  After talking to 
    her a bit, you'll be able to ask her to join your party.  She refuses initially 
    and will relent and join only if you speak with all of her students.  QUEST: 
    Speak to the ten students in the Brothel.
    
    Head into the first room clockwise from the entrance.  Finam's Book is in the 
    table by the bed, and you can meet Luis, the talking armoire.  Move up one room 
    and talk to Juliette.  Juliette is bored with her relationship with Montague, so 
    I volunteered to pretend to be one of her suitors.  QUEST: 'Spice up' Juliette's 
    love life.
    
    Leave the Brothel and go back to Finam's.  Return his book for 25000; if you 
    haven't already learned the language of the Uyo, you can do so now.  Now turn 
    to the Festhall and have a chat with Montague.  Pretend to be a suitor but then 
    tell him that it is a ruse when he decides not to interfere.  This is worth 5000 
    exp and you can gain another 5000 exp for suggesting that turnabout is fair 
    play.  Return to the Brothel and tell Juliette that Montague seemed 
    disinterested for 10000 exp.
    
    You'll probably see a redhead in white named Vivian wandering the halls nearby.  
    Strike up a conversation with her and she'll tell you about her problem.  QUEST: 
    Find and return Vivian's personal scent.
    
    Now head into the room above Juliette's and speak with Nenny Nine-Eyes.  Ask her 
    about Vivian's scent, but she'll be reluctant to say anything bad about anyone 
    else.  Gain 5000 exp for helping Nenny get in touch with her aggressive side.  
    Don't forget to be searching all these rooms.  There are many items to be had, 
    hold onto one Handkerchief, too.
    
    Keep going clockwise and talk to Ecco next.  She can't respond, but you can ask 
    the other prostitutes about her.  It turns out Dolora will know more about her 
    problem.  In the room north of middle, there is a secret entrance in the wall 
    that leads upstairs.  There's a Caretaker there and a few sensory stones, but I 
    never found any real purpose for this room other than additional depth and 
    realism.
    
    Head back down the stairs and hit the next room in a clockwise direction.  
    Marissa will be hiding in here.  Marissa will deny taking Vivian's scent and 
    will tell you of a problem of her own.  QUEST: Find and return Marissa's 
    Crimson Veil.  Ask Nenny about this and she'll tell you that she saw Kimasxi 
    wandering out of Marissa's room.
    
    Keep moving clockwise and speak with the exotic Kesai-Serris.  You won't be able 
    to interact with her too much yet.  Dolora won't be in her chambers, but you can 
    find her wandering around in the open area.
    
    Keep moving clockwise and you'll meet Kimasxi Adder-Tongue.  Let her and Morte 
    insult each other for awhile before jumping in yourself.  Ask her to make Morte 
    more abusive and she'll comply.  She'll tell you that someone has been sneaking 
    into her room as well.  Ask Nenny about it and she'll mention seeing a man creep 
    out of her room.  Time to confront Luis.  As he splutters, grab the cloth out of 
    his drawers.
    
    The Veil is Marissa's, but it also has Vivian's scent on it.  Go talk to Vivian 
    first and get 25000 exp.  She'll also sprinkle you with some scent that raises 
    your Charisma +1.  Now get another 25000 exp for returning the Veil to Marissa. 
    Marissa will also turn a Lim-Lim into stone for you, so go ahead and have that 
    done.
    
    Now go find Dolora.  You can debate her and a memory will surface for 3000 exp.  
    Play a game with her and she'll teach you Wei Chi.  It's commonly known as Go, 
    but Wei Chi is the Chinese name; and the Chinese *did* invent the game.  Another 
    3000 exp memory will surface.  Ask her questions but she'll say she's unable to 
    help because she has a problem of her own.  QUEST: Return to Dolora the 'keys to 
    her heart.'
    
    There are Modrons here, and they'll confirm that your Modron Cube is a portal 
    that is activated when manipulated properly.  You can also talk to the Brothel 
    patrons, but none of them say anything of earth-shattering importance.
    
    Return to the Festhall and talk to Merriman.  He walks a circuit around the 
    Lecture Halls, so it might take a moment to locate him.  He's a pudgy bastard, 
    though, so he doesn't move very quickly.  Merriman wants to forget all about 
    Dolora, so give him a taste of a Dark Bird of Ocanthus for 12000 exp and the 
    Keys.  Give the Keys to Dolora for 30000 exp.  You can now ask her about Ecco 
    and Ravel.
    
    Go talk to Ecco now.  Tell her you'll find a way to recover her voice.  QUEST: 
    Help Ecco regain the ability to speak.  Talk to her again and slip her the 
    Tongue, the Fiend's Tongue, that is.  Use the Deva's Tears to complete the 
    remedy for 30000 exp.  Ecco will drop the bomb that Kesai-Serris is Ravel's 
    daughter.
    
    Talk to Yves now, she's in the first room counterclockwise from the entrance.  
    Trade some tales with her (the ones you learned from Reekwind) for 500 exp each: 
    Mortuary, Alley of Lingering Sighs, Reekwind's Curse, Alley of Dangerous Angles, 
    and Ignus.  Each of your companions also has a tale to tell for 500 exp (1500 
    total).  Ask Yves about herself and she'll tell you another story.  You can also 
    spot the resemblance between Yves and Yvana and point it out.  Ask her about 
    Ravel.
    
    Visit the Art and Curio Galleria and meet with Yvana.  Relate to her the Tale-
    Chaser's story and she will be able to see again.  Neither Yvana nor Yves 
    rewarded me for this, but I got a warm gushy feeling for doing such a 
    compassionate selfless act.
    
    Go back and ask Dolora about the rumor that Kesai-Serris is one of Ravel's 
    children, and she'll point you to Juliette.  Ask Juliette, and she'll point you 
    to Kesai-Serris' half-sister Kimasxi.  Kimasxi will confirm that she is her 
    half-sister (same father, different mothers) and that as far as she knows, 
    Kessai-Serris is Ravel's daughter.  Finally, ask Kessai-Serris about this and 
    she'll be angry at first and deny it.  Go back and tell this to Kimasxi and 
    she'll tell you to have her contact their father, a powerful Cambion.  Talk to 
    Kessai-Serris again and confront her with Kimasxi's words.  She will speak with 
    her father and reluctantly accept the truth.  Ask her what she knows about Ravel 
    and then ask her for a piece of herself.  She'll place a drop of her blood on a 
    handkerchief and you'll place 40000 exp in your head.  You can now activate the 
    Portal whenever you want, but it ain't quite time yet.
    
    Now that you've talked to all the students and solved their quests, it's a good 
    time to pick up Fall-from-Grace.
    
    
    
    a. Fall-from-Grace
    
    Tell Grace you've spoken to nine students and then pronounce yourself the tenth.  
    I gained an undisclosed amount of experience when Grace joined the party.  Talk 
    to Grace about everything and anything she's willing to talk about.  You'll get 
    1000 exp for prodding her about her name.  Ask about your companions, and she 
    will also bring up Morte's Baatorian smell.  She will also definitely dispel the 
    notion that he is a mimir.
    
    Now take a moment to confront Morte about being a mimir and his Baatorian odor.  
    Gain 12000 exp for learning Morte's past.  Gain another 12000 exp for a memory 
    about freeing Morte from the Pillar of Skulls.  Gain yet another 12000 exp for 
    discovering the reason why Morte has stayed with you for all these years.  Morte 
    will also power up significantly in terms of Str, Dex, and Con.
    
    Now that Grace is in your party, go acquire some better armor for her from The 
    Tailor.  Also take a quick moment to visit The Curiosity Shoppe with Grace in 
    your party.  Vrischika will positively bristle at Grace's presence and may cast 
    doubt as to her true intentions.  You can ask Grace about this but she isn't 
    willing to talk much about her past.
    
    Grace is a *horrible* fighter, so console yourself to your fact, and her special 
    abilities are, well, less than special; however, she is an extremely valuable 
    addition to your team merely for the power of her Priest spells.  You'll 
    definitely need her in your party if you're to survive the trials ahead.
    
    You're mostly done with Clerk's Ward.  Now it would be prudent to ...
    
    
    
    ix. RETURN TO THE HIVE
    
    Before you head back to The Hive just yet, you can use your Stone Lim-Lim.  Talk 
    to Giltspur in The Lower Ward and offer to sell him something.  Select the Stone 
    Lim-Lim and he'll offer to give you the password to The Anarchists' headquarters 
    in the Warehouse.  Thanks to MudFreak for finally solving the mystery of the 
    Stone Lim-Lim.
    
    Talk to Leena and tell her the password, and she'll give you a quest to kill 
    Vorten near The Hive entrance of The Lower Ward.  QUEST: Kill Officer Vorten.  
    You can complete this quest for 8000 exp.  Conall will also let you rest there 
    and he will sell some decent items.  Every time you talk to Leena, she will ask 
    you if you have recently disrupted others' plans.  I didn't want to pursue 
    becoming an Anarchist any further, so I reloaded to a point before I killed 
    Vorten.
    
    Visit the southwest section first and meet your old friend Reekwind.  Reekwind 
    will give you 5000 exp and tell you another story (he'll write it into your 
    journal).  It's the story of Pharod and you can talk to Annah about it.  If this 
    is the first time you've talked to her since accepting Grace into your party, 
    she won't be particularly happy.  Placate her and talk to her about Pharod, the 
    Bronze Sphere, and his former life for 2500 exp.
    
    Head to the southeast quad now and enter The Smoldering Corpse Bar.  Give Barkis 
    the note you've been carrying all this time.  Now go free Ignus with the Endless 
    Decanter of Water for 5000 exp.  If you talk to Drusilla again, Ingus will 
    embrace her and burn her up.
    
    
    
    a. Ignus
    
    If you ask Grace about Ignus, she'll tell you not to travel with him any longer 
    because he's so unstable.  Take her advice, but get some usage out of Ignus 
    first.  Talk to Ignus and be careful about what you say to him.
    
    Tell him you wish to speak of flames and burning for 1500 exp.  Gain 6000 exp 
    for asking Ignus who taught him The Art.  A memory with 10000 exp will surface.  
    Now ask him to teach you a few things and say you are willing to suffer for 
    knowledge.
    
    Lose -1 max HP for 6000 exp and the spell Ignus' Charm.  If you continue, lose -
    3 max HP and gain 12000 exp and the spell Infernal Orb.  Now he'll accept pieces 
    of you as immortals' parts are evidently very powerful.  Giving him your Eyeball 
    will net 12000 exp and the spell Ignus' Terror, but you'll lose -2 max HP.  Gain 
    24000 exp and the spell Infernal Shield for handing over your Intestines.  When 
    you lose max HP from learning from Ignus, you'll gain some fire resistance each 
    time.
    
    Ignus is a pretty powerful character, but who wants a rabid lion fighting on his 
    side?  Reform your party and remove him as soon as you're done gaining 
    experience from him.
    
    
    
    You're done here, head for Buried Village.  Go to Pharod's Court and pick up all 
    the items he left on the ground.  Make sure to grab the Bronze Sphere and the 
    Crutch.  Move to the archway in the northwest corner and the Crutch will open 
    the hidden portal.
    
    There's nothing here that you absolutely have to have, but there are a great 
    many scrolls and charms in Pharod's library.  I never found that many coppers, 
    though.  The only item that I'd say was key to find is the Lady of Pain Rag 
    Doll, but you can also purchase one in The Curiosity Shoppe in Clerk's Ward.
    
    Once you feel that you've plundered enough, return to The Lower Ward.  Report 
    back to Giltspur for one last time and earn 8000 exp for ferrying the message to 
    Barkis.  Head to Clerk's Ward.  If you discount the optional areas (to be 
    covered in the next section), you're basically done with two-thirds of the game.
    
    
    
    E. OPTIONAL AREAS (forthcoming)
    
    You don't have to do any of these, really, but I would if for nothing other than 
    the experience you'll earn completing them.
    
    
    
    i. PLAYER'S MAZE
    
    You won't land in this area unless you make The Lady of Pain very very angry.  
    Killing a lot of people at random will make her angry, but the fastest way to do 
    it is kill Dabus or just pray to her Doll likeness a lot.  I got three different 
    messages when praying to her Doll.  The first is no reaction, the second tells 
    you that what you're doing is dangerous, and the third tells you that you're up 
    the creek without a paddle *or* a boat.  After you get the third message and try 
    to move within Sigil, she'll appear during the scene transition and maze you.  
    Joy!
    
    There are a couple of items to be had here.  They are in a small pile to the 
    northeast of your starting location (taking the portal one down from the portal 
    straight to the west will take you nearby).  One item is a decent Hammer and the 
    other is one of your old Journals, telling you that only one of the portals in 
    the maze is the correct exit.  Also, you just can't randomly hit portals until 
    you leave, you have to go through one and then walk back to it and exit.  Fun.
    
    After you grab the items head out the portal that is one down from the one 
    straight to the east.  After going through, walk all the way back to it and 
    enter it again.  You should now be teleported to a different location and a new 
    portal will appear.  Your party members should be near where you tried to exit, 
    pick them up and breathe a sigh of relief.
    
    If you upset The Lady again, she'll keelhaul you for good.
    
    
    ii. UNDERSIGIL
    
    There are just lots of monsters to kill and items to find.  Supposedly, there is 
    a quest to kill the Larval Worms' mother, but I could never get this quest.  The 
    monsters here are *great* experience, but you shouldn't try and do the entire 
    area in one trip unless you have a death wish or are incredibly powerful 
    already.
    
    One thing I hated about this area is that I couldn't use my big area spells 
    (like Cloudkill) on all the enemies before they came rushing in, or half of them 
    would not be visible due to the Fog of War effect.  That's until I started 
    sending Annah out as a scout while she was hiding in the shadows.  This way, you 
    can tell when the enemies are coming at you, and can hit all of them with your 
    big spells.  Head back up after you've polished off all the nasties and 
    collected all the goodies.
    
    
    
    iii. RUBIKON
    
    Okay, the Modron Cube has uses other than taunting Morte.  Actually, I once went 
    from Lawful Good to Neutral Good after teasing Morte with the Cube.  I guess you 
    can't be Lawful and imaginatively humorous at the same time.  As several people 
    may have told you, the cube is a portal but no one knows how to activate it; so 
    it's up to you to experiment.  Here are the steps you need to take: Bend the 
    left knee, extend the left wing, extend the right wing, and rotate the right 
    arm.  Welcome to Rubikon.
    
    The first Modron you meet here is not exactly what you might call "helpful" or 
    even "capable of speaking more than a few rote phrases."  You'll just have to 
    jump in and explore on your own.  Here's a quick breakdown of Rubikon or the 
    Modron Maze, as it appears on the map: Each room has an identical square layout 
    with four potential exits in the middle of each side.
    
    The first time you enter the maze, it'll be set on the easy difficulty setting, 
    so all the enemies you meet will be Low Threat Constructs.  They'll occasionally 
    drop items that are worth absolutely nothing, so don't bother with the 
    following: A Bag of Coins, A Goody!, A Magic Item!, and A Clue!  Certain 
    Constructs will also be carrying Lenses that can be used only by Modrons.  You 
    may also luck into finding a Portal Lens, but don't use it to return home just 
    yet.
    
    Eventually, you'll stumble into the Engineering Room.  You'll quickly realize 
    that these Modrons are behaving quite oddly.  It turns out they can't do 
    anything without instructions from The Engineer.  The Modron in the middle 
    (sounds like a oldies song title, "Modron in the Middle") is the one to whom you 
    wish to speak.  Volunteer to be the new Director and you can create new dungeons 
    to explore and reset them when you're finished with them.
    
    You can go ahead and jump to the hard difficulty, but I did the normal 
    difficulty just for kicks.  After resetting Rubikon, the Engineering Room will 
    always be adjacent to the room through which you enter the maze.  The normal 
    difficulty setting features Medium Threat Constructs, but otherwise, this is 
    basically the same as before.  You can keep resetting and doing the dungeons, 
    too, if you want to lose yourself in some mindless hack 'n' slash action.
    
    Whenever you're ready to pick up a new character and fight a boss, tell The 
    Engineer to set the maze to hard.  Now head out and thoroughly explore the maze.  
    The High Threat Constructs also dish out pretty good exp, but they're not nearly 
    as easy to defeat as their brethren.  If you want to hide to backstab, you'll 
    have to do it the moment you enter the room, before the Constructs can talk to 
    you and turn hostile.  The Modron Maze will be fairly large, so you may actually 
    want to map it out with pencil and paper.
    
    There are two unique rooms in Rubikon when the setting is on hard.  One is the 
    Wizard's Lair that contains the Evil Wizard Construct who has achieved sentience 
    and has been behind all of the glitches in Rubikon.  Kill him to acquire some 
    nice items and a Portal Lens if you don't have one already.
    
    The other unique room is entitled Nordom's Room because it's Nordom's room.  
    Interesting, that.
    
    
    
    a. NORDOM
    
    Talk to Nordom for a bit and then he'll ask to journey with you.  Accept its 
    offer for 36000 exp.  Besides Ignus, Nordom is the only PC capable of a ranged 
    attack.  He's a decent character really, but missile weapons aren't that 
    advantageous in Planescape: Torment because of the zoomed-in view and limited 
    sight.  You only have one, maybe two, shots before the enemy closes in and 
    renders ranged attack useless.
    
    Talk to Nordom for awhile and find out that he obeys the Director fully.  Order 
    him to memory dump for 36000 exp and Nordom's Int will increase by +2.  You'll 
    also get a piece of clockwork junk.  My Int of 17 wasn't up to the task, but it 
    looks like you can have Nordom upgrade his crossbows if you give him the correct 
    specifications.  According to Brian Brown, you can get Nordom to increase his 
    stats, depending on how high your Int is.  Also, he will create powerful Rule-
    of-Three Bolts, also if your Int is high enough.  You can also use Nordom's 
    login and gain exp by talking to him about your mortality. 
    
    Ask Nordom about the tasks that the previous Director assigned to him and you'll 
    discover a few things.  Nordom has the useful ability to detect portals and 
    he'll give you what he found on his last excursion into Rubikon.
    
    
    
    After I beat the Wizard Construct and acquired Nordom, I returned to Sigil using 
    the Portal Lens.  After returning there, I reformed my party and left Nordom 
    with Ignus.  You don't need the extra person and experience drain, and there's 
    somebody much cooler you can get for your sixth party member.  You can also use 
    the Modron Cube in conjunction with the Portal Lens to teleport to places if 
    you're too lazy to walk.
    
    Now do whatever you have to do, buy whatever you need, and tie up any loose 
    ends, because you're not going to be in Sigil for quite some time; and by the 
    time you come back, there won't be any point to being in Sigil.  When you're 
    ready to start the final third of the game, activate the Unfolding Portal you've 
    been lugging around all this while and finally meet Ravel face-to-face.
    
    
    
    F. BEYOND SIGIL
    
    
    
    i. RAVEL'S MAZE
    
    This area is infested with Trigits, products of Ravel's twisted magic.  You can 
    find Ravel in the center of the map, but I would advise searching out and 
    destroying all of the Trigits before you approach and talk to her.  She won't 
    notice you if you don't speak to her directly.  Explore the Maze fully and learn 
    the location of the two portals on either side.
    
    Before you talk to Ravel, power up with whatever spells you usually use right 
    before a big battle.  You'll be talking to Ravel for awhile, so spells with a 
    short duration will wear off before combat actually begins, so don't bother with 
    those.
    
    Gain 90000 for finding Ravel and talking to her.  When she touches you, touch 
    her back and gain a memory.  Don't tell her you could fall in love with both 
    Grace and Annah, though, because that will start the fight prematurely.  Gain a 
    humongous 180000 exp for finding out about Trias, the angel who knows about your 
    mortality.  QUEST: Find the angel Ravel spoke of.  Tell Ravel the truth about 
    her appearance to learn who else she has been.  When she turns into Mebbeth, you 
    can gain +1 Wis and another 90000 exp.  As Ei-Vene, she will increase your max 
    HP +3.  As Marta, she'll give you a powerful wrist item made out of your 
    intestines.
    
    When you prod her about the past, she'll give you a lock of her Hair and 90000 
    exp.  You can also get spells form her, I learned the most when I said I was 
    only a student.  As you try to leave, Ravel will attempt to hold you back by 
    force.  Defeating Ravel earns 32000 exp.  Don't forget to raid Ravel's corpse 
    for goodies.
    
    Brian Brown solved the mystery of Ravel's Hair.  Apparently if you acquire her 
    Hair and all of the Seeds, you can trigger a portal in the center of the maze by 
    twisting the lock of her Hair.  Along with the plants in the southeast corner, 
    you can create Wands that cast the Black-Barbed spells.
    
    The portal exit is the one to the northeast, don't merely walk through it, 
    though.  When it prompts you, fold your arms like a cage and jump through.
    
    
    
    ii. CURST
    
    Gain 10000 exp for arriving safely in Curst.  The Citizens and Guards here are 
    completely unfriendly, but the Dump Caretaker Kyse is a pretty nice individual.  
    Talk to him and learn about the secret entrance he has hidden in the Dump, but 
    don't go through it.  You'll see a noblewoman by the name of Roberta.  She's 
    planning to murder her unfaithful husband.  Lovely town.
    
    There are two stores in Curst, the Blacksmith and the Distiller.  If either of 
    the owners, who are brothers, ask you to help in deciding a will, decline for 
    now.  Explore, but don't get too involved in anything or accept any quests just 
    yet.  The Guard Captain can be found just east of the Distiller.
    
    Make your first stop The Traitor's Gate Tavern.  You should spy Marquez, a 
    Harmonium Guard, sitting alone.  He won't be too friendly just yet.  Go talk to 
    the bar's owner, Tainted Barse.  He'll answer many questions and tell to rescue 
    his daughter in exchange for the key necessary to open the door to the deva.  
    Five bar patrons have pieces of the key and each one will require a service for 
    their portion.  QUEST: Assemble the Key.
    
    Barse will point you towards Marquez.  He'll be a little more receptive now.  
    Marquez will tell you the location of the corrupt Harmonium Guards.  QUEST: 
    Rescue Barse's Daughter.  Leave the bar and exit to the northern portion of 
    Curst.  The Guards aren't that hard to find, they're in an alley in the 
    northeast part of town.  Kill them to rescue Barse's daughter Jasilya.  Talk to 
    her briefly and return to The Traitor's Gate Tavern.  Return to Marquez for 
    65000 exp and the first part of the Key.  Marquez will also train you as a 
    Fighter.  He'll direct you to Kitla.
    
    Kitla is just northeast, in the area with the hanging shark.  She wants you to 
    bring her Crumplepunch's and Kester's Legacies, because they both owe her money.  
    QUEST: Mediate the Family Dispute.
    
    While you're still in the bar, you might as well explore upstairs.  There's 
    nothing that has to be done, but I did find a few items of interest.  An 
    adventurer named Berrog is here and feeling panicky because Curst is so corrupt.  
    I told him to go, and he left.
    
    Now resume your quests and have chats with both Crumplepunch and Kester.  
    Collect their Legacies and then make your decision.  Depending on how you 
    arbitrate the situation, you'll get a different result.  If you give the 
    Legacies to Kitla, she'll offer to train you as a Mage.  If you rule to split 
    the Legacies, Crumplepunch will be pleased.  If you rule in favor of Kester, he 
    will be happy and reward you.  Whomever you choose, the other two will not be 
    happy with your decision and will refuse you their services.  Personally, I went 
    to Crumplepunch and told him to split the inheritance and got 15000 exp.  Return 
    to Kitla and she'll give you a scroll of Abyssal Fury.
    
    The next person to whom you need to speak is Nabat.  He's hanging around the 
    south of the bar.  QUEST: Defend the Dump Caretaker.  Talk to Kyse and find out 
    who's threatening him.  The Thug leader Wernet is in the north side of town, 
    down south near the wagons; have a chat with him and he'll scoff at you.  Raid 
    the Warehouse crates, too, while you're at it.  Go back to Kyse to defend him 
    from the Thugs.  After you rescue him, he'll be grateful and sell healing if you 
    need it.  Go back to Nabat and receive 43750 exp for this quest.  He'll also 
    train you as a Thief.
    
    Now talk to Dallan, he's east of the tavern, talking to a female friend.  QUEST: 
    Deal with an Official Dispute.  An'izius is way up north, near the Gate to 
    Carceri.  An'izius wants you to make up a story for the Guard Captain, but I 
    went to go talk to Siabha first.  She's standing outside the Administration 
    Building that you can't enter yet.  Siabha will offer you double, and then 
    An'izius will double her offer.  Siabha will match his offer, so now it's up to 
    you to choose whom to report.  I turned them both in for 200000 exp and I also 
    had Roberta arrested for good measure.  Return to Dallan and gain 87500 exp for 
    solving the quest.
    
    Dona Quisho holds the last part of the Key; she's standing right nearby Kitla.  
    QUEST: Free Dona Quisho's fiend.  Head into the Grain Silo, it's just north of 
    the tavern.  Examine the Scroll while nearby the pentagram upstairs and gain 
    60000 exp.  The fiend is Agril-Shanak, a powerful Glabrezu.  Agril-Shanak will 
    tempt you with a powerful axe Heartgrinder (it is *quite* powerful).  I didn't 
    learn axes and didn't hold with freeing fiends, so I just let him be.  131250 
    exp is yours for reporting back to Dona Quisho.
    
    Now you're ready to enter the Underground with the complete Key.  You could have 
    bypassed all these quests and just entered the secret entrance in the Dump, but 
    then you would have missed out on a whopping amount of easy experience.  Talk to 
    Barse when you're ready to go through and you'll receive some exp, too.
    
    
    
    iii. CURST UNDERGROUND
    
    You'll be beset by Trelons immediately upon entering, so beat them off (not in 
    that sense, you pervert).  This is where it helps to be a powerful Mage, because 
    there are lots of Trelons in large groups.
    
    Make your way west along the bottom tunnels and head north when you can.  You'll 
    meet a talkative Gehreleth by the name of Ghrist.  He wants to eat Trias and 
    you, so kill him for 14000 exp.  If you're really banged up, keep going north 
    until you meet the Hermit.  He'll let you rest and watch out for you while 
    you're sleeping.  You can just leave west if you're impatient, but you might as 
    well clear out this area for the exp.  You can always run back to the Hermit 
    after you get beat up.
    
    There's a shifty fellow in the southern chambers by the name of Voorsha.  It 
    turns out he's a smuggler and he promises to make you his partner if you kill 
    the Gehreleth.  QUEST: Kill the gehreleth for Voorsha.  You should have already 
    killed it, so go ahead and tell him that.  He'll turn on you because he didn't 
    think you could actually do it.  His actions don't really make sense, though; he 
    knows he can't kill the gehreleth, so he attacks the guy who is powerful enough 
    to kill it?  Maybe he's just really greedy, oh well.
    
    Up north, there are two rooms full of Lemures and Nupperibos.  Feel free to put 
    them down.  Cloudkill works like a charm here.  North of this area are two Black 
    Abishai and a Cornugon named Tek'elach.  You can fight the Abishai without 
    Tek'elach getting involved.
    
    Talk to Tek'elach and find out that he has a hidden agenda by helping you.  
    After a few future events occur, it's clear what he's planning and why; but 
    it'll be a mystery for a little while longer.  Kill him just because he looks 
    ugly, or you may want to wait because he will show up again later if you leave 
    him alone.  Once you're done here, head back to the Hermit, rest if you need to, 
    then head west into the Curst Prison.
    
    
    
    iv. CURST PRISON
    
    Your foes inside the prison will be Curst Guards for the most part.  They're 
    fairly tough in large groups, so save your big spells for those occasions.  Also 
    don't be afraid to head back to the Hermit and rest when necessary.
    
    There'll be a lot of Guards in the northeast corner and a door that you won't be 
    able to open at all.  Leave this alone for now, as you won't be able to do 
    anything with it until after you have beaten the boss here.
    
    Head west and then south down the corridor.  After fighting a few Guards, you'll 
    find a door that leads to the deva' prison.  Talking to Trias will avail you 
    little for he claims that his chains smother his mind like the River Styx.  He 
    needs his sword in order to be freed, and he'll teach you the words to get past 
    the gate in the northwest.  QUEST: Free the deva.  There are some huge bugs 
    here, but I won't touch on them as they are quite abusable.
    
    Ready yourself for some more intense fighting before you open the gate.  There 
    are a lot of Guards here, and a certain something else.  There are three rings 
    to the prison.  One of the Guards you kill in the Outer Ring will be carrying a 
    Finger Bone Key, so search the corpses thoroughly.
    
    Inside the Second Ring, you'll find some more Guards and Roberta (if you had her 
    arrested).  The Third Ring contains even more fun-loving Guards and possibly 
    Siabha and An'izius as well.  I wasn't able to open the doors to the regular 
    citizenry who are imprisoned here, but they'll open on their own later.  There's 
    a big trap here that Annah disarmed for 87500 exp.
    
    The inner Sanctum contains a Nupperibo-lookalike named Cassius.  He has Trias' 
    sword and you can challenge him in strength, wits, or speed.  You don't gain any 
    experience for choosing wits and speed; but then again, you don't have to fight 
    him, either.  He's pretty stupid, though.  When you choose the challenge of 
    strength, he'll pursue The Nameless One relentlessly.  Just have the rest of 
    your party members attack him and have The Nameless One run around out of his 
    reach.  He's worth 10000 exp and drops Celestial Fire, Trias' sword.
    
    After Cassius leaves or is killed, the doors to the prisoners will open and 
    they'll attempt to escape.  Guards will arrive and they'll have a couple of big 
    fight.  Go back to free Trias.
    
    It's worth 306250 exp for freeing Trias.  He offers several things, but will 
    only give knowledge.  Ask him about your mortality, and he'll point you towards 
    Fhjull Forked-Tongue.  QUEST: Find Forked-Tongue.  The door to the northwest 
    that was locked previously is now open and a portal will open there as well.
    
    Once you activate the portal, the door will open.  *Don't* step through the 
    portal, instead walk behind it to meet Vhailor.  As you approach the suit of 
    armor, speak his name to summon a memory for 60000 exp and then tell him to 
    awaken.
    
    
    
    a. VHAILOR
    
    Vhailor is a former Mercykiller who's just a suit of armor and an axe; but he 
    doesn't quite realize that he's dead.  He's an embodiment of Justice itself and 
    becomes stronger depending on how great the injustice is that he must overcome.  
    He has the power to crush armies and destory Gods.  All in all, he's a pretty 
    tough customer.
    
    You can ask him to look at the other party members and see them through 
    Justice's eyes.  Gain 90000 exp for the memory of imprisoning Vhailor here long 
    ago.  Don't prod him too much about how he died, or else he'll get ugly and 
    you'll be forced to put him to rest; and he's much more useful as an ally.  Gain 
    some more experience for getting Vhailor to join your party.
    
    A few basics on Vhailor: He's a tank.  He starts off at level 9 with 100 HPs.  
    He has 2.5 attacks with a THACO of 12 and +5 to hit and dam.  But that's not 
    all, folks!  His axe, Final Judgment does 5-15 with 1-6 fire damage and +3 
    THACO.  It also does *double* damage against guilty or chaotic foes and protects 
    him.  Its power is derived purely from Vhailor's will to mete out Justice.  And 
    he can become exponentially more powerful near the end of the game.
    
    
    
    After acquiring Vhailor (or not, depending on your tastes), jump through the 
    portal.  Also, if you had to ditch a sixth party member to squeeze in Vhailor, 
    you'll not be seeing him again (unless it was Ignus).
    
    
    
    v. THE OUTLANDS
    
    There are two types of hostile critters here, Gronks and Grilligs.  Gronks are 
    immune to crushing weapons and Grilligs edged, so an interesting pairing of 
    monster types here.  Neither creature should be very difficult to defeat for 
    your powerful party.
    
    The entrance to The House of Fhjull is in the maw of the giant skeleton.  For a 
    fiend, Fhjull is pretty helpful, but that's only because Trias has bound him.  
    That's okay, take advantage however you can.  :)  Fhjull knows that you must 
    enter The Tower of Regrets, but he does not know the way.  For 350000 exp, he'll 
    tell you about the Pillar of Skulls in Baator.  He'll open a portal by the hand 
    of the creature that'll take you to Baator.  Gain another 100000 exp for asking 
    him how to leave Baator once you have gotten the information you require.  Ask 
    him about where you are presently and what the skeleton is that he inhabits.  
    This could be useful to you later on.
    
    Also, ask him for aid and take all of his cool items.  He has a grand assortment 
    of spells not available elsewhere.  You can also rest here whenever you want.  
    When you're properly equipped and rested, leave and enter the portal in the left 
    arm of Ul-Goris' skeleton.
    
    
    
    vi. BAATOR
    
    There are lots of bad guys here to fight, and there's only one pseudo-special 
    encounter.  Off in the west, there'll be a woman who seems to be fighting for 
    her life.  It's a ruse; if you save her she'll turn into an Abishai and you'll 
    be ambushed.
    
    Your goal, the Pillar of Skulls, can be reached down to the southeast.  You may 
    also notice the cleft in the rocks off to the east and be prompted to exit, but 
    you need to speak with the Pillar first.
    
    The Pillar of Skulls doesn't like to play fair.  It charges a very high price 
    for all of its answers.  There's only question you have to ask it, though, and 
    that's about The Tower of Regrets.  If you don't want to cough of Morte, they'll 
    ask you for the location of Fhjull, if you decline that, they want the Modron 
    Cube, then Grace, and then Annah.  As Brian Brown wrote in, you can give Morte 
    to the Pillar and then yank him back out for a loss of -5 max HPs.
    
    You can reform your party and just leave them off to the side while you talk to 
    the Pillar.  They'll demand Fhjull, the Modron Cube, or a taste of your blood.  
    I just gave them a taste of my blood, but that's -15 max HPs, so you may just 
    want to give them the Modron Cube.
    
    If you tell the Pillar of Forked-Tongue's location, fiends will be waiting for 
    you when you return to the Outlands.  Also, if you talked to the Pillar with 
    Grace in your party, fiends will appear, attracted by her scent.  QUEST: Return 
    to Curst and speak to Trias.
    
    Return to Fhjull, and he'll tell you how to leave back to Curst.  The portal is 
    aptly located under the arse of Ul-Goris' skeleton.  If you betrayed Forked-
    Tongue, the fiends hunting him will appear and Fhjull will turn against you.  
    Rest up before heading out, because you'll certainly need it.
    
    
    
    vii. CARCERI
    
    Hrm, when you arrive in Curst, it'll be a ghost town.  The only thing here will 
    be the Fiend from Moridor's Box.  He's harder than heck to beat, but it's worth 
    it, as he carries a very powerful magic item and gives you 500000 exp to boot.  
    The easiest way to beat him is to leave the rest of your party by the entrance 
    to this area and take Annah off alone.  Cast spells on her like Power of One, 
    Zerthimon's Focus, and Enoll Eva's Duplication to buff her up so she can do 150 
    point backstabs.  Give her some healing items like Blood Charms so that every 
    time she gets injured, Grace won't come barging in to ruin your strategy (or 
    temporarily disable Party AI).  Just make Annah hide and backstab; she can move 
    a lot faster than the Fiend, and once she's on the other side of one of the many 
    obstructions, she can hide again.  Right after you attack, whether it's hit or 
    miss, duck back and start running, otherwise Annah will take a big hit.  Rinse 
    and repeat with hide and backstab, and the Aegis of Torment will be yours.
    
    I had previously thought that this Fiend was Agril-Shanak, but it turns out if 
    you leave both Agril-Shanak and Tek'elach alone, you can find them fighting by 
    the Barracks.  Thanks to I-yang Chen for sending this correction in.  The reason 
    I didn't think it was the Fiend is because if you summon the Fiend from 
    Moridor's Box after getting the delivery quest from Mar, it turns out to be some 
    wimpy Lemure-lookalike.  I-yang Chen reported that if you don't have the priest 
    of Asokar take care of Moridor's Box, it won't be here in Curst.
    
    Poke around a bit and find that the Gate to Carceri is now activated.  As you 
    leave, the Gate Heads will talk to you and tell you what happened.  You can also 
    rest here if you need to.
    
    There are a lot of mini-encounters that you need to solve while you're in 
    Carceri.  The first one you'll notice is just northwest of your starting 
    position after you enter the portal.  Defend the townspeople against the 
    Gehreleths for a good bit of exp (250000 to be exact, I think).
    
    Northeast of where you begin is Kyse.  Talk to him to find out what's happening.  
    He'll give you a scroll of Meteor Storm Bombardment and tell you that you can 
    safely rest in The Distillery and The Barracks.  He'll also tell that the more 
    anarchy and chaos you stop, the weaker Trias will be when you face him.  You may 
    also see Tovus Giljaf and Berrog trapped under a nearby wagon.  Free them both 
    and get a scroll of Deathbolt.
    
    As you head north, you'll see poor hapless Jasilya under assault again, this 
    time from some Thugs.  Save her for 750000 exp.  Go up to the Warehouse and talk 
    some sense into the would-be looters for 150000 exp.  Enter the Warehouse.  
    There are some decent items here, not to mention a group of Anarchists led by 
    Ebb Creakknees.  He'll hand you a scroll of Desert Hell.  There's also a Wish 
    Scroll hidden in here.  It's down and to the left of the door and very hard to 
    find.  You can do all sorts of fun things with this Scroll, such as learn Power 
    Word, Kill. I noticed this at The Pit (http://www.planescape-torment.net).
    
    There are some friendly Curst Guards trying to fight off the monsters, but it's 
    hard work as they come in non-stop waves.  There are also a couple of annoying 
    Crazy Mages who don't stay dead for long.
    
    Check out the Distillery and save Kester from the Thugs.  He'll organize his 
    friends and let you rest here if you need it.  There's a Dwelling to the west in 
    which a Citizen has apparently murdered another.  Talk to the murderer and 
    avenge her.
    
    Right outside, you may notice a mob scene in which everyone is fighting everyone 
    else.  Clean up here.  You may alternately see An'izius being taken forward to 
    trial.  Stop the craziness here by talking to the Judge and gain 225000 exp.
    
    Inside the Barracks, a couple of Guards will be fighting a Sohmien, after which 
    they'll turn on you.  Polish them off and then you can use the Barracks to rest 
    whenever you need to.
    
    Outside of the Administration Building, you'll see a Curst Official who's 
    inciting trouble.  There are a few Thokola Guards nearby, protecting a slaver 
    named Hezobol.  Cut them down and do the same for Hezobol.  When you've done 
    enough to stem the flow of chaos, the Hermit will appear and tell you that Trias 
    is sufficiently weakened.  Time to head inside.
    
    There's not too much to say other than basically fight your way up to the top 
    floor, collecting what goodies you encounter.  When you make it up to the third 
    floor, a nearly dead Guard will warn you about Trias.  Search the room and pick 
    up some pretty tasty weaponry.
    
    Before you fight Trias, you might want to leave Vhailor on the floor below.  If 
    you do, though, you won't be able to get him back.  He'll be troublesome when 
    you try to redeem Trias.  Fight Trias, and he'll concede before he is killed and 
    tell you how to get to The Fortress of Regrets.  You can beat Trias pretty 
    easily: Morte should also use his Skull Mob ability; Grace should cast Call 
    Lightning; and The Nameless One and Dak'kon should keep firing away with Magic 
    Missile, Reign of Anger, Ball Lightning, Elysium's Tears, Swarm Curse, and 
    whatever other quick-firing spells you have in your arsenal.  If Trias succeeds 
    in summoning forth his Sohmien, just have The Nameless One cast a Cloudkill 
    centered on Trias; that should kill all of the nuisances.  Annah and/or Vhailor 
    can kill any that escape the cloud.
    
    I spared Trias and told him to ask forgiveness and gained 375000 exp.  He'll 
    give you a copy of Celestial Host before he departs.  If you're Lawful Good, you 
    may want to consider killing him for his sword, Celestial Fire, though. If 
    Vhailor is present, he'll rush forward and pronounce judgment on Trias.
    
    Either way, after you defeat Trias, a portal will appear to take you back to The 
    Hive. 
    
    
    
    ENDGAME
    
    
    
    i. RETURN TO THE HIVE
    
    Do whatever it is you want to do, because the next step you take in your journey 
    will be the last.  Don't worry about powering up your teammates too much, as 
    combat shouldn't play prominently in the endgame.  If you still want to do some 
    hacking and slashing, you can head back to UnderSigil.  There should be some 
    Greater Glabrezu there now to entertain you.  When you're ready to finish the 
    game, head back to The Mortuary.
    
    Specifically, go back to the room in which your adventure began, the Southwest 
    Preparation Room on the second floor.  Trias wasn't kidding when he said that 
    you were really close to getting to The Fortress of Regrets last time.  Head 
    towards the center of the map, and you should start getting the proper prompts.
    
    Inscribe a regret onto your skin and get ready for a wild ride.  Personally, I 
    picked regretting what happened to my companions and all they had to endure to 
    reach this point for 250000 exp.  Just before you leave, Morte will drop a 
    bombshell on you and Dak'kon will jump in as well.
    
    If you're really and truly ready to find your mortality and solve all the 
    mysteries that surround you, jump through the portal that appears.  Before you 
    leave, make sure you have the Negative Token, the Bronze Sphere, and Deionarra's 
    Wedding Ring on your person.  It might also be prudent to have a few Cloudkill 
    spells memorized and maybe even an Infernal Shield.
    
    
    
    ii. FORTRESS OF REGRETS
    
    Whoops, you and your companions have been separated.  The Fortress is off to the 
    west, but swing east first.  Deionarra will be waiting for you in the southeast 
    corner.  She'll tell you a few things you should know and she'll mention the 
    importance of clocks the last time you came here.  After you show her the Ring 
    you brought from her legacy, its power will triple.
    
    When you're really truly ready, approach The Fortress and enter.  You'll see a 
    brief scene with Ignus and The Transcendent One.  You can't dally around here, 
    so immediately run up the stairs that are southeast of you.  Examine the clock 
    there and read the message you wrote last time you were here.
    
    It tells you to ignore the doors and use the cannons instead.  The first cannon 
    is northeast of the clock in this room.  Examine the panel, pull the lever, and 
    watch a scene with Fall-from-Grace.
    
    You'll be teleported to another part of The Fortress.  You can pause the game 
    and check the map to get your bearings.  The next cannon you want to trigger is 
    immediately southeast down the nearby stairs.  Pull the lever and watch a scene 
    with Annah.  You'll be teleported again afterwards.
    
    If the Shadows ever bunch up and start getting too close to you, let them have 
    it with a Cloudkill spell.  Run down the southeast stairs, back to the main 
    floor near where you entered.  The third cannon is on the north side of the 
    room.  Again pull the lever, and this time watch a scene with Dak'kon.
    
    You'll be teleported one last time.  Run down the stairs southeast and then head 
    up the stairs that you'll heading north as you move east.  The cannon will be 
    slightly east of you as you run up the stairs.  After you pull its lever, you'll 
    hear and see a portal open nearby and be teleported one last time.
    
    Again, pause and get your bearings.  Head back to the room you were just in and 
    jump through the portal.  It will take you to The Trial of Impulse and you'll 
    see a fairly pissed-off Ignus coming towards you.
    
    Now's the time for Infernal Shield if you have it memorized.  Ignus won't let 
    you use the crystal in the middle of the room, so you're going to have to Dead-
    Book Ingus.  I guess killing Ignus did the universe the favor, because it not 
    only garnered me 32000 exp but bumped my alignment from Neutral Good to Lawful 
    Good.  Now you can use the strange floating crystal.
    
    
    
    iii. MAZE OF REFLECTIONS
    
    Oh boy, you'll wake up in the Maze of Reflections, surrounded by three of your 
    other incarnations: Larry, Curly, and Moe.  Actually, they're Practical, 
    Paranoid, and Good Incarnations who have also been trapped inside the crystal.
    
    The Practical Incarnation is the one whom you have heard the most about from 
    your companions.  This is the man who saved Dak'kon (but only for his karach 
    blade), pried Morte off the Pillar of Skulls, imprisoned Vhailro, taught Ignus 
    The Art, and let Deionarra die deliberately so she could be his spy in The 
    Negative Material Plane.  He intends to absorb you so that with your skills in 
    addition to his own, he can confront and defeat The Transcendent One.  He also 
    purports to know the way out of the crystal trap.  Gain 96000 exp for 
    discovering why the Bronze Sphere is so important; it contains the experiences 
    of the first of the incarnations.  When you're done talking to him, tell him 
    that he will merge with you.  Your Wisdom must be at least 21 to absorb him, so 
    you might not be able to do it.  After absorbing him, gain 96000 exp and bonuses 
    to Int and Wis.
    
    Now turn to the Paranoid Incarnation.  He's the one who left the traps for you 
    and killed Fin, the linguist.  He's also the one The Lady mazed but he escaped 
    and committed various and sundry heinous crimes.  Don't anger him, instead speak 
    with him in the language of the Uyo.  Put him out of his misery by absorbing him 
    for 64000 exp and increases in Str and Con.
    
    Now talk to the Good Incarnation.  He'll merge with you readily enough for 32000 
    exp and +1 Wis, but that's not realizing his real potential.  Gain 96000 exp for 
    asking him about the first incarnation and learning the truth about him.  Absorb 
    him.  You'll get the same bonuses as before, but now you can use the Bronze 
    Sphere.  Gain 2000000 exp, learn your name, and gain the powerful Symbol of 
    Torment.
    
    After you kill/absorb the other Incarnations, Deionarra will appear to spirit 
    you away.  You can also rest in this room, so make sure to do so before leaving.  
    She will take you where you ask, but it's all the same place.  Talk to her first 
    to gain her forgiveness, or not, depending on whether or not you're an unfeeling 
    bastard who can't throw a sorrowful ghost who's been looking out for you all 
    these years a scrap of food while you're chowing down at an all-you-can-eat 
    buffet.
    
    
    
    G. THE TRANSCENDENT ONE
    
    Okay, it's time for the showdown with your mortality.  You'll see your dead 
    compatriots and The Transcendent One just beyond.  There's not much you can do 
    other than talk to him.  There are several different routes to victory here:
    
    Merge with The Transcendent One:
    1. Threaten him with the Blade of the Immortal.
    2. Threaten to unmake yourself with your will (min. Wis of 23).
    3. Force him to merge with you (must have activated the Bronze Sphere).
    
    Kill yourself:
    1. Use the Blade of the Immortal.
    2. Unmake yourself with your will (min. Wis of 23).
    
    Kill The Transcendent One:
    1. Unmake him with your will (must have activated the Bronze Sphere).
    1. Kill him by yourself.
    2. Resurrect one of your companions while talking to him; pick Morte first and 
    then pick Dak'kon (if you taught him the Eighth Circle of Zerthimon) or Vhailor 
    for the easiest time as they will both power up tremendously.
    
    "The best ending" is when you merge with The Transcendent One, because you get 
    to resurrect all of your companions and talk with them before meeting your final 
    judgment. You see the movie Transcendence 1, revive your friends, and then see 
    the Finale.
    
    If you kill yourself or The Transcendent One, you get treated to Transcendence 
    2, but you don't get to save your friends before the Finale kicks in.
    
    
    
    V. EXTRAS
            EXTRAS
                 EXTRAS
    
    
    A. CINEMATICS
    
    Here's a list of the movies to which I was treated over the course of the game:
    
    Black Isle Logo
    TSR Logo
    Opening
    Shadows Will Follow
    Time
    Sigil: City of Doors
    Pharod's Destiny
    Death in the Alley
    The Alley's Birth
    To the Maze
    The Lady's Fury
    Curst
    The Outlands
    Baator
    Carceri
    Curst Returns
    Fortress of Regrets
    Fortress Door
    Ignus' Arrival
    The Transcendant One
    Transcendence 1
    Transcendence 2
    Finale
    Conflagration
    Mechanus Cannon
    Meteor Storm
    Celestial Host
    Rune of Torment
    
    You can also get a pretty cool movie if you are unable to complete the game 
    (like allowing the Practical Incarnation to absorb you), but unfortunately it 
    doesn't show up under your Movies selection options.  I thought it was pretty 
    cool how they had Final Fantasy-type scenes for the following spells: 
    Conflagration, Mechanus' Cannon, Meteor Storm Bombardment, Celestial Host, and 
    Rune of Torment.  There's a pretty long part of the Celestial Host spell that 
    isn't part of the movie, either.
    
    If you haven't gotten all these movies and want to watch them, you can edit the 
    torment.ini file using your handy-dandy copy of Notepad.  Under the [Movies] 
    heading, set the following things to true (strangely enough, the death movie 
    seems to show up here):
    
    BISLOGO=1
    TSRLOGO=1
    OPENING=1
    SS_MSLAB=1
    TIME=1
    SIGIL=1
    SS_PHARD=1
    SS_ADETH=1
    ALYBIRTH=1
    MAZE1=1
    MAZE2=1
    CURSTD=1
    OUTLANDS=1
    BAATOR=1
    CARCERI=1
    CRETURN=1
    FORTRESS=1
    FORTDOOR=1
    ARRV_IGN=1
    DEATH=1
    T1ENTER=1
    T1ABSORB=1
    T1DEATH=1
    FINALE=1
    CONFLAG=1
    CANNON=1
    METEOR=1
    DRAGON=1
    RUNE=1
    
    I spotted this cool tip about the torment.ini at GameSages 
    (http://sages.ign.com), though I think I have a few movies listed that they 
    missed, not to mention the fact that I organized mine, too.
    
    
    
    B. PROPS AND SLOPS
    
    Props:
    -Everyone who contributed to this FAQ (credited inside the body of this document 
    near the information they sent in).
    -People who sent me interesting questions about Planescape: Torment so that I 
    felt like some kind of strange guru.
    -My fiance Su-Hoay for being so darned adorable all the time.
    -Black Isle for making such an interesting and involved game.
    -CJayC and GameFAQs (http://www.gamefaqs.com) for providing a place for 
    documents like these.
    
    Slops:
    -People who sent me random, incoherent, nigh-illiterate e-mail about the FAQ.
    -Black Isle for releasing a product behind schedule that clearly had tons of 
    bugs.
    -"The slowdown bug."  I hate you!  Die!  Die!
    
    
    
    C. OTHER FAQs
    
    I guess FAQ-writers are starting to include this type of section now to toot 
    their own horns, and I have never been remiss in this regard; ergo (I had to use 
    this somewhere in this FAQ or it just wouldn't be complete), here it is.  Listed 
    below are other works I have completed:
    
    Heroes of Might and Magic III Units FAQ
    Heroes of Might and Magic III: Armageddon's Blade FAQ/Walkthrough
    War and Peace
    The Iliad
    A Portrait of the Artist as a Young Man