Planescape: Torment Walkthrough
- Planescape: Torment Walkthrough
- 2. The Hive
- 2.2 Hive, Smoldering Corpse Area
- 2.3 Hive, Marketplace
- 2.4 Hive, Northwest Area
- 2.5 Alley of Dangerous Angles
- 3. Ragpicker's Square
- 3.1 Trash Warrens
- 4. Buried Village
- 5. Catacombs
- 5.1 Dead Nations
- 5.2 Drowned Nations
- 5.3 Warrens of Thought
- 6. Pharod's Answers
- 7. Leaving the Hive
- 8. The Lower Ward
- 9. The Clerk's Ward
- 9.1 Foundry of the Godsmen
- 9.2 Nameless One's Maze
- 9.3 Modron Cube
- 9.4 UnderSigil
- 10. Ravel's Maze
- 11. Curst
- 11.1 Curst Prison
- 12. The Outlands
- 13. Curst Revisited
- 13.1 Carceri
- 13.2 Sigil Revisited
- 14. Fortress of Regrets
- All Pages
Introduction
Torment is not your usual CRPG (Computer Role Playing Game). Firstly, it is the very first game set in the Planescape Multiverse (and the last as well). The game is not set in one definite world, but rather, many worlds, or "Planes" of existence. In the "Planes" belief is literally power, as when enough people believe something, it can become a reality. This isn't always a good thing...
Your character in Torment, the Nameless One, is also not your typical Hero. He has no name for starters. And he can't die. Sure he can be killed, but that doesn't really get him down, he just dusts himself off and gets right back up. (usually in the Mortuary) And yet, he has no memories of himself, the only information he has is written on his back (in tattoo form) and from a chatty floating skull named Morte.
The Nameless One's Quest is a personal one, rather than an Epic "Save the World" quest. He wants to discover Who He Is, and Why Can't I Die? In searching for the answers to these questions, he has run around the multiverse a multitude of times, and each time he has forgotten what he had managed to accomplish in his previous attempts. Can he remember long enough to break the cycle? Will the Nameless One ever be free of his cursed immortality?
In the guide I use a coordinate system (x,y). To find out the coordinates located at your mouse cursor, press L.
Planescape: Torment Walkthrough
Welcome the the Torment Walkthrough. Throughout the walkthrough you will encounter situations in which your stats are checked. If you have a high enough stat, you will get a better option. For example, if you are being pickpocketed, and you are smart enough, then you can catch the thief.
A summary of all treasures, and experiences is provided at the beginning of areas (an area is considered to be ONE map area), with in depth information contained in the bulk of the section.
To find the location of something (you know, the X,Y coordinates), place your mouse over something, and press the L button. I use the X,Y coordinates for just about everything in this walkthrough, so ... there.
1. Mortuary
Note: I list the locations of zombies here, but they always wander around. So, if they aren't exactly where I say they are, try to find the nearest zombie.
Area: AR0202, Mortuary Second Floor
Treasures:
- 2 bandages (x 1400 y 2100)
- Scalpel (x 900 y 2300)
- Preparation Room Key (x 1250 y 2866, on zombie)
- Receiving Room Logbook (x 600 y 1000)
- Fist Irons (x 700 y 850)
13 Copper Commons
- Rule of Three Earring (x 1080 y 950, on a zombie)
- Bandage (x 830 y 1070, on a zombie)
- Dhall's Quill Pen (x 1330 y 1250, on Dhall)
- Receiving Log Page (x 2090 y 930, on a zombie)
- Bandage (x 3250 y 600)
- Left Arm #985 (x 2934 y 1290)
- Embalming Fluid (x 3435 y 2145)
- Bandage (x 3050 y 2000, locked)
Ancient Copper Earring
- Embalming Fluid (x 3200 y 2215)
- Some rags for cleaning (x 2193 y 2656)
2 bandage
Experience: - Getting a Note (x 1080 y 950, on a zombie) One of the zombies in the third room (if you consider the room you woke up in as the first room) has a note attached to it, which you can remove for 250 exp.
- Using the Note to get the Rule of Three Earring Once you have that note, use it, fold it the right way (see below) to get an earring and 250 exp.
- Cut the Stitches of a Zombie (x 3133 y 1033) In Ei-Vene's room, there is a zombie to the south of her that has some stitches that can be cut for 100 exp, and some Needle & Thread.
- QUEST Fetch Embalming Fluid and Needle for Ei-Vene (x 3150 y 790) In the fifth room from where you woke up, you'll find a strange Dustman tiefling woman named Ei-Vene, who mistakes you for a zombie. She asks you to get her Embalming Fluid and a Needle, which can be found around the mortuary. Return to her with the items, and play at being a zombie to get her to upgrade your MaxHP +1 and get 250 exp.
- Remember placing an Item in Zombie '42' (x 3150 y 790) When you return to Ei-Vene with the items, you may get a memory returning to you about putting an item into a zombie marked '42'. The memory is worth 250 exp.
- Get Disguised as a Zombie (x 3500 y 1650) The Anarchist disguised as a zombie (Vaxis) in the room past Ei-Vene's can make you look like a zombie (ask him how he got to look like that, and ask if he can do the same for you) if you give him Embalming Fluid and a Needle. Return to him and ask to be a zombie for 500 exp. You can't run while a zombie, so keeping the disguise isn't really worth it.
- QUEST Fetch Embalming Key for Vaxis (x 3500 y 1650) Vaxis, the Anarchist zombie impersonator, wants you to fetch him the Embalming Key in exchange for information about the portal out of the Mortuary. Go talk to Ei-Vene for the key for 250 exp. Take it to Vaxis for another 250 exp. Ask Vaxis about a Finger Bone for another 250 exp.
- Turn Vaxis in to Dhall Once you've discovered that Vaxis isn't really a zombie, you can turn him in to Dhall for 250 exp. However, if you promised Vaxis that you wouldn't tell the guards, this will negatively impact your alignment (make you more Evil).
You start the game dead, on a table, being wheeled into the Mortuary. In the movie, you watch some pretty bad nightmares before waking up from your death bed. As soon as you are up, a floating skull named Morte floats over to you and talks to you.
NPC: Morte (No Race, joins you)
| Stats: | HP | AC | THAC0 | Str | Dex | Con | Int | Wis | Cha |
| 20/20 | 4 | 19 | 12 | 16 | 16 | 13 | 9 | 6 |
Morte quite helpfully tells you everything you need to know right now, how you got here, and what is written on your back. He also points out a decent way of getting out of here, by attacking a zombie and stealing its key.
Check the cabinet at (x 900 y 2300) to get the scalpel. Morte will now offer you some advice on combat, and tell you to get rid of one of the zombies. The zombie we want is at (x 1250 y 2866), go down there, press A and attack him. Once he's down, search his remains to get the key. Don't bother wasting the other two zombies in here, they aren't worth the trouble.
Go to the northern door at (x 700 y 2300) and open it. Once through, Morte will offer his last of his tips, and you get your first Stat Check! Ask him about female corpses, and it being his "last chance", and if you get the option "You CAN'T be serious" then you have passed the Stat Check (which checks your INT to see if it is greater than 12). These appear in the game all the time, and are often quite useful, getting you special abilities and whatnot. Morte tells you to start a journal, and you'll hear the first of MANY "Updated my Journal" sounds.
Note: Your journal is one of the most useful tools in the game, so be sure to use it! The journal is divided into three sections, but the one you will likely use most often is the "Quests" section as it shows you every open Quest you are on, as well as completed quests. Also the main journal is very useful for getting analysis of conversations, or for just checking out what you have just been doing.
You can talk to one of the female zombies in here, but there isn't much of a point, although it does bring up ALIGNMENT. How, you say? Because of Morte. As you talk to the female zombie, Morte will chime in, and you get all sorts of options to taunt Morte, but doing so will affect your alignment, by making it more Chaotic. (see the Alignment section above for more information) If you want to be chaotic, then by all means, taunt away, just be sure to know what you are doing. There's nothing else in this room, so continue on to the next room.
In the second cabinet from the door (x 600 y 1000) you will find the Receiving Room Logbook, which has some interesting (if not entirely useful) information. Check the zombies here, one of them has some bandages you can take, and another has an interesting Note that you can use your scalpel to get at (for 250 exp no less). Use the note:
Upper Right
Lower Right
Upper Left
Upper Right
Unfold the Pyramid
And you get an earring and another 250 exp.
Item: Rule of Three Earring
This earring has the power to create 99 copper commons, but only if you get it identified, which can cost 100 copper commons. You can also sell this thing for 120 coppers.
In the center of the room is a giant book (x 1265 y 1180) with a floating man named Dhall sitting at it.
NPC: Dhall (Githzerai, doesn't join)
| Stats: | HP | AC | THAC0 | Str | Dex | Con | Int | Wis | Cha |
| 4/4 | 10 | 20 | 9 | 9 | 9 | 9 | 9 | 9 |
This guy has a lot of information about your current situation, so be sure to talk to him (despite what Morte says to the contrary). He mentions a great number of things, such as your having been to the Mortuary MANY times, that some of your companions are also buried here (including a woman, he says), and a bit of info on Pharod. He also mentions how to leave the Mortuary.
There is an INT check in his conversation. If you can ask him "You say that I have been here more than once. How is it that the Dustmen do not recognize me?", then you have INT of at least 11.
You can only ask if Dhall doesn't like Pharod much if you have WIS of at least 11.
Dhall has one odd item on him, Dhall's Quill Pen, which permanently increases a Mage's Lore Skill, but you can only get it by killing him right now, so you probably want to pass it up.
Once you are done with Dhall, go through the next door.
Go to the zombie (#1664) at (x 2090 y 930) and talk to him. He has a large book with a page sticking out. Take the page and leave. This page has your dead book entry on it, if you're interested in that sort of thing. Go right through the next door.
The zombie (#506) in the center of the room (x 3133 y 1033) has some stitches that can be removed via scalpel for 100 exp, and then you keep the stitches as Needle & Thread (an item used for healing). Another zombie (#985) south of that one is wobbling, and no matter what you do, it topples over leaving an arm that can be used as a club. (x 2934 y 1290)
NPC: Ei-Vene (Tiefling, doesn't join)
| Stats: | HP | AC | THAC0 | Str | Dex | Con | Int | Wis | Cha |
| 4/4 | 10 | 20 | 9 | 9 | 9 | 9 | 9 | 9 |
Talk to Ei-Vene (x 3150 y 790) until she gives you your first real Quest (Pharod doesn't count), to fetch her some thread (which you already have) and some embalming fluid. When you get the items, return to her, and play zombie (that is, don't act suspiciously living) and she'll upgrade you (Max HP increased +1, 250 exp). Also you may remember sticking an item inside a zombie marked '42', which is also worth 250 exp.
You can talk to her all you want after this, but you'll never get an answer. The only way to screw up here is to Push Her Away, which causes her to call the guards. So don't do that.
Go through the next door, and into the next room. There is only one thing in this room, a zombie, who isn't a zombie (x 3500 y 1650).
NPC: Vaxis (Zombie, doesn't join)
| Stats: | HP | AC | THAC0 | Str | Dex | Con | Int | Wis | Cha |
| 6/6 | 8 | 20 | 9 | 9 | 9 | 9 | 9 | 9 |
Turns out that this guy is an Anarchist who has infiltrated the Mortuary to spy on the Dustmen. If you want, he can disguise you as a zombie (see Experience above) for 500 exp, but all you really need from him is a way to escape the Mortuary. He mentions portals, but wants something from you in return for the info. You could be nice and fetch him the Embalming Key from Ei-Vene, or you can just threaten him to get him to talk. If you get the key, you get 250 exp from Ei-Vene and another 250 for giving Vaxis the key. He will tell you that you need a finger bone to activate the portal on the first floor in the northwest. Ask him where you get a Finger Bone for another 250 exp.
*ALIGNMENT*: If you want to threaten Vaxis with death rather than give him the key, you need at least 12 STR. However if you do this, your Alignment will be adjusted in an Evil direction.
If you want to threaten Vaxis with exposing his disguise to the Dustmen, you need at least 11 CHR, or he won't find you convincing enough.
*ALIGNMENT*: You can also make a VOW to Vaxis that you will not expose his secret to the Dustmen, and if you do reveal him to Dhall, your alignment will be adjusted evilly.
You can ask Vaxis about Dhall, Deionarra (he doesn't know her) and most importantly, he will tell you that Soego seems a little ratlike.
Alternatively: When you first confront Vaxis lie to him and tell him that you are looking for him. Then tell him you are there to take his place. He will turn over all the information and items (3 bandages, needle & thread, embalming fluid and a knife) he has. He'll then proceed to explain the portal and the finger bone key to you for 500 exp. (from Jopezu)
Go to the next room, and up the stairs to the third floor.
Area: AR0203, Mortuary Third Floor
Treasures:
- Charcoal Charm (x 3320 y 1250)
- Needle & Thread (x 2150 y 850)
- Bandage (x 1950 y 450)
- Bone Charm (x 1800 y 500, locked)
Corpse Fly Charm
33 Coppers
- Clot Charm (x 1650 y 500)
- Mortuary Task List (x 1400 y 500)
Dustman Embalming Charm (Lesser)
- Mortuary Reminder Message (x 730 y 925, on skeleton)
- Junk (x 1400 y 950)
- Needle & Thread (x 2800 y 1800)
- Junk (x 2900 y 1850)
- Iron Prybar (x 2050 y 2333)
- Dustman Request (x 1900 y 2333)
- 2 Clot Charms (x 1776 y 2363, locked)
33 Coppers
- Green Steel Knife (x 1990 y 1300, skeleton)
Rags
2 Clot Charms
- Iron Spike (any skeleton, really)
Club
Leather Strap
- Mortuary Sanctum Key (x 850, y 2000)
- Hammer (x 625, y 1475)
Experience: - Killing a Dustman
If you tell a Dustman that you are lost, or that you woke up on a slab somewhere, they become suspicious, and you have to put them down. (requires 13 DEX) Doing so gets you 15 exp for a memory (not a strong memory it says), and 250 exp for the first dead dustman. Every dustman afterwards is a mere 15 exp.
- Skeleton #42 (x 1990 y 1300, wandering)
We know from the memory on the previous floor that we left some things in a zombie #42, but that was quite some time ago, and that zombie is now a skeleton. Check out the Dustman Request at (x 1900 y 2333) to learn of that. Then go find #42 (x 1900 y 1300) and talk to him, he's wandering around the eastern part of this chamber. You will think that this is the skeleton that you remembered, and will cross your arms and the skeleton will mimic you. Reach into its chest and pull out an item, examine that item to get some coppers, a knife, 2 clot charms, and some rags. You get 250 exp for your trouble.
If you have a WIS of at least 13, you can puzzle this out WITHOUT having gone through the memory at Ei-Vene.
- Opening the Ancient Copper Earring
Talk to the zombie in the southern room (#79, x 1670 y 2440) and examine the "Fanged Circle", and you will notice the similarities of that and the Ancient Copper Earring that you possess. Now, examine the Earring (right click it, and press USE), and now you can open it. You get 250 exp, and can now use the Earring, and sell it for more coppers.
*ALIGNMENT*: Bugging the skeletons will make you more Chaotic. By bugging, I mean asking them stupid questions about their Smock, and whatnot.
Welcome to the Third Floor. If you get stopped by any Dustman, just claim to be visiting Dhall and they'll let you go. Also, you can deconstruct the skeletons here for some useless items (trust me, these items suck), so don't bother unless you're bored. Finally when you talk to a Skeleton the first time, Morte will wonder if he can "steal" the body of the skeleton. And in case you're wondering, he can't! He's stuck as a head the entire game (sorry to spoil it for you, but there it is).
*ALIGNMENT*: If you taunt Morte about being a simple skull, then it makes you more Chaotic.
Note: You can deconstruct the skeletons if you have a Prybar, or a STR of at least 13. It doesn't have any effect on your alignment.
In the far northern room, you can pick up a finger bone at (x 1800 y 500), you will likely have to force the lock as you don't seem to be able to pick locks yet. Find some junk, and take one. You'll need it later. (if you must know, you use the junk to open a portal to get to Pharod)
In my Fixpack v3.0, two relevant changes were made. Most locks were upgraded, as their difficulty in the original game was seriously trivial and easily bashed, making the thief open lock skill virtually useless. That includes the cabinet with the finger bone. TNO's with a high strength may still be able to bash it unaided, but for those with a low strength, they will -actually need- the prybar, which now provides a +10% bonus to Bash attempts as its description and several notes lying around the mortuary imply, to open it. [from Qwinn]
Find Skeleton #42, and retrieve your items from it (see Experience above), also check out Zombie #79 in the southern chamber to open the Ancient Copper Earring (also see Experience above).
Go to the Southwest part of the room, and search the shelves at (x 850, y 2000) for the Mortuary Sanctum Key. Use the key to open the doors there (x 450 y 1370). If you've done everything you care to, go down the stairs.
You'll be back on the second floor, so go down again to the first floor.
Area: AR0201, Mortuary Main Floor
Treasures:
- Dustman Robes (x 1600 y 2600, Soego)
Bronze Bracelet
Jagged Knife
Mortuary Key
- Rune of Armor (Giant Skeletons)
Rune of Warding
Rune of Lesser Warding
Rune of Greater Warding
- Crescent Hatchet (x 2200 y 1100)
Experience: - Soego opens the Gate (x 1600 y 2600)
If you get Soego to open the gate for you, you get 500 exp.
- Deionarra helps you out (x 1040 y 1070)
You can get 1000 exp from Deionarra for regaining your Raise Dead Ability (ask her about yourself), you also get 500 exp for having her tell you about the Portal out of the Mortuary.
- Giant Skeletons
In the center chamber there are 4 Giant Skeletons. If you can figure out how to deconstruct them on your own, you get 500 exp. A zombie Southeast of them has a book that can help you. Each skeleton is worth 800 exp to deconstruct, plus they give you a Rune, which is considered a Spell Scroll. You deconstruct the skeletons by examining them carefully, examining the armor, then examine the symbols. Then you Mar the runes maintaining the warding enchantment first, then work backwards through the rune pattern.
When you first get to this floor, you will be accosted by a Dustman. Either feign that you are lost, or snap his neck. You can take his Dustman Robes to hide as a Dustman (so that other Dustmen don't bother you), but they aren't really useful.
A little to the Southeast (x 1600 y 2600) you will find Soego, a weird Dustman with a secret.
NPC: Soego (doesn't join)
| Stats: | HP | AC | THAC0 | Str | Dex | Con | Int | Wis | Cha |
| 16/16 | 6 | 17 | 9 | 9 | 9 | 9 | 9 | 9 |
Soego is a Dustman with a secret, but you won't learn what that is until later in the game (though Vaxis gave you a hint). Soego is the man to talk to if you want to go out the front gate (he has the key), and you can either kill him to get it, or talk him into opening it for you (which gives you 500 exp as well). Tell him that you were here to see Dhall, but that you can do it another time and he'll open the gate for you. You can also point out to Soego that Vaxis is hiding as a zombie for 250 exp.
If you try to snap his neck, he won't die, and you'll have to attack him. You can only grab him if your Dexterity is at least 13.
If you tell him that you are lost, he'll start to call the guards, but if your Charisma is at least 11 then you can talk him out of it.
*ALIGNMENT*: If you tell Soego that you woke up on a Slab upstairs, you'll be more Lawful (but the reverse is NOT true, you won't be more chaotic if you don't tell him).
If you ask Soego to let you out, but you've already stolen the Key (to do that you would have had to already left and come back as a Thief), then he calls the guards.
Don't leave the Mortuary yet, we still have one of the most important NPC's in the entire game to talk to! Wander up the path to the left to (x 1040 y 1070) and talk to the Ghost of Deionarra.
NPC: Deionarra (doesn't join)
| Stats: | HP | AC | THAC0 | Str | Dex | Con | Int | Wis | Cha |
| 32000/32000 | -20 | 10 | 9 | 9 | 9 | 9 | 9 | 9 |
Deionarra was a love of yours some time ago, and travelled with you on your earlier journeys. Now she's dead, and a little bitter about her fate. Ask her who she is, claim that you feel the stirrings of a memory, and then ask if she knows who YOU are, and continue talking about yourself until you get the Raise Dead Ability and 1000 exp. Then ask her if she can help you leave, then say that you are in danger, and you'll get 500 exp for her answer on how to leave (which is the same way as Vaxis' way to leave).
Say farewell, then ask her what her sight sees that yours does not, and she'll give you a bit of a prophecy.
If you have at least 11 Charisma, or 12 Intelligence you can ask "'My Love'? Do I know you?" after she first talks to you.
*ALIGNMENT*: If you lie to her and say that her name sounds familiar, then you become both more Evil and more Chaotic.
Again if you have 11 Charisma or 12 Intelligence, you can pretend to feel the stirrings of a memory.
If you simply ask to leave without explaining the danger you are in, she will curse you, and vanish.
Now wander Southeast into the center of the area. There are 4 Giant Skeletons here (don't attack them). If you're smart enough, you can simply figure out how to deconstruct them on your own, otherwise continue to the Southeast to find a zombie (x 3600 y 2000), talk to him, and steal his book. That zombie always seems to wander around, but he should be about where I said. (he's #732)
If you figure it out on your own (which requires a 16 INT), you get 500 exp for figuring it out, and 800 exp for deconstructing the enchantment. You deconstruct the skeletons by examining them carefully, examining the armor, then examine the symbols. Then you Mar the runes maintaining the warding enchantment first, then work backwards through the rune pattern. Each skeleton will give you 800 exp for taking them apart, and give you a Rune.
*ALIGNMENT*: If you ask Morte if he'd like to attach himself to one of the giant skeletons, then change your mind because you are worried about Morte's safety, it will increase your Goodness.
We are done here for now, so either leave through the Portal (x 1400 y 450) or the Front Gate (x 1040 y 2650). I'd recommend the Portal, but either way is about the same.
Note: Be sure to come back here when you get the "Stories-Bones-Tell" ability to talk to the zombies (I'll have another Mortuary Section after you get that ability showing you which zombies to talk to).
Note: Your disguise (if indeed you are wearing one) will disappear when you leave.
Area: AR0206, Crypt
Treasures:
- 30 Coppers (x 440 y 600)
Note
We're here if we used the portal from the Mortuary. Just grab the coppers (and take a look at the note if you want), and leave into the Hive.
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