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Читы для Planescape: Torment

Чит-файл для Planescape: Torment

Planescape:
Torment

 За игрой наблюдают: 3 человека

Выдержка из Энциклопедии игр

Разработчик:Black Isle Studios
Издатель:Interplay Productions
Модель распространения:розничная продажа
ISO статус:релиз состоялся 10 декабря 1999 года
Жанры:RPG / Isometric
Похожие игры:Baldur's Gate, Baldur's Gate II: Shadows of Amn, Baldur's Gate: Tales of the Sword Coast
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1999 г.

FAQ [ENG]

Информация актуальна для
Planescape: Torment (PC)
                       The Complete Guide & Walkthrough

                                November 1, 2000
                                  Version 0.3

                               Completed:  25-35%

                     by Dan Simpson (manymoose@hotmail.com)
                http://www.crosswinds.net/~manymoose/planescape/


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

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

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


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

   http://www.gamefaqs.com/
   http://www.gamewinners.com/

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

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

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

Be sure to download the Game Patch (it fixes the Slowdown bug!) from the
Official Site (http://www.planescape-torment.com/)

Check out my "Sounds of Torment" page!
  http://www.crosswinds.net/~manymoose/planescape/

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

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

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

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

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

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


———————————————————————————————————————————————————————————————————————————————
Table of Contents:
———————————————————————————————————————————————————————————————————————————————

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

    Walkthrough

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

    Appendices

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

    Final Words...
         Credits
         Version History
         Stinger


-------------------------------------------------------------------------------
i. Introduction
-------------------------------------------------------------------------------

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

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

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


-------------------------------------------------------------------------------
ii. Creating a New Nameless One
-------------------------------------------------------------------------------

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

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

                 Most useful for:  Fighters, Chaotic, and Evil characters

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

                 Most useful for:  Fighters, Thieves, and Chaotic characters

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

                 Most useful for:  Anyone

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

                 Most useful for:  Mages

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

                 Most useful for:  Everyone

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

                 Most useful for:  Chaotic characters

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

    STR      9                                                       9

    DEX      9            +            2                            11

    CON      9                                                       9

    INT      9            +            6                            15

    WIS      9            +            9                            18

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

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

    Wisdom is the most important stat in Torment!!

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

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

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

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

  Constitution Note:

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

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

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

____________________
Specialization Bonus
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

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

    Fighter:

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

    Mage:

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

    Thief:

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

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

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

  Other Places to Gain Extra Stats:

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

  A quick note on Proficiencies:

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

  The Nameless One's Biography:

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

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

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

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


-------------------------------------------------------------------------------
iii. NPC's
-------------------------------------------------------------------------------

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

  _____
  Morte
  ЇЇЇЇЇ

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

    Upgraded
    Stats:

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

    How to Upgrade: (not finished yet)

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

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

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

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

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

    Upgraded                           18    18    18    13    13    13
    Stats:

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

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

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

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

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

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

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

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

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

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

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

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

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

                And the more you are revealed to yourself.
  _____
  Ignus
  ЇЇЇЇЇ
    (not finished yet)
  ______
  Nordom
  ЇЇЇЇЇЇ
    (not finished yet)
  _______
  Vhailor
  ЇЇЇЇЇЇЇ
    Biography:  I am Vhailor.  I am a Mercykiller.  I am justice.

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

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

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

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

    (not finished yet)


-------------------------------------------------------------------------------
iv. Alignment
-------------------------------------------------------------------------------

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

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

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

_______________
Alignment Types
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

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

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

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

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

  Here are the Alignments:

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

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

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

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

    True Neutral     -- where you start the game

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

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

    Lawful Evil

    Neutral Evil      (not finished yet)

    Chaotic Evil


-------------------------------------------------------------------------------
v. General Strategies
-------------------------------------------------------------------------------

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

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

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

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

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

    Here's what you do:

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

    Sweet!

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

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

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

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

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

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

      Morte             -- 9 or 10

      Dak'kon
        Fighter         -- 5
        Mage            -- 2

      Annah
        Fighter         -- 5
        Thief           -- 3

      Fall-From-Grace   -- 7 or 8

      Nordom            -- 9 or 10

      Vhailor           -- 9 or 10

      Ignus             -- 4

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

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

  (not finished yet)

===============================================================================
                                  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. The Mortuary
-------------------------------------------------------------------------------

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

  Area:  AR0202, Mortuary Second Floor
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

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

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

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

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

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

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

                 - Get Disguised as a Zombie      (x 3500 y 1650)
                   The Anarchist disguised as a zombie (Vaxis) in the room past
                   Ei-Vene's can make you look like a zombie (ask him how he
                   got to look like that, and ask if he can do the same for
                   you) if you give him Embalming Fluid and a Needle.  Return
                   to him and ask to be a zombie for 500 exp.  You can't run
                   while a zombie, so keeping the disguise isn't really worth
                   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 WIS to see if it is greater than 16).  These appear in
    the game all the time, and are often quite useful, getting you special
    abilities and whatnot.  Morte tells you to start a journal, and you'll hear
    the first of MANY "Updated my Journal" sounds.

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

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

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Vaxis (Zombie, doesn't join)

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

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

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

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

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

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

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

  Area:  AR0203, Mortuary Third Floor
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

    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.  Doing so gets you 15 exp for a memory (not a
                   strong memory it says), and 250 exp for the first dead
                   dustman.  Every dustman afterwards is a mere 15 exp.

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

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

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

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

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

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

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

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

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

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

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

  Area:  AR0201, Mortuary Main Floor
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

    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
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

    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.


-------------------------------------------------------------------------------
2.  The Hive
-------------------------------------------------------------------------------

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


-------------------------------------------------------------------------------
2.1  Hive, Mortuary Area
-------------------------------------------------------------------------------

  Area:  AR0200, Mortuary Hive Area
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Sev'Tai (doesn't join)

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Baen the Sender (doesn't join)

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

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

      Your monetary reward depends on how high your Charisma is:

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Ingress (doesn't join)

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

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

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  The Post (doesn't join)

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

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

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

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

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

  Area:  AR0103, Angyar's House
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

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

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

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

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

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

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

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

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

  Area:  AR0205, Gathering Dust Bar
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

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

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

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

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

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

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

                   Anything lower and you just get the experience.

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

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

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

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

                   Once joined, you can buy things from Emoric.

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

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

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

                   Anything less and you just get the experience.

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Mortai Gravesend (doesn't join)

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Emoric (doesn't join)

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Norochj (doesn't join)

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Awaiting-Death (doesn't join)

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

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

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

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

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

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

      For your trouble you get 500 exp.
    ---------------------------------------------------------------------------

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

    ---------------------------------------------------------------------------
    NPC:  Sere (doesn't join)

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

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

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

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

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

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

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


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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Strahan Runeshadow (hostile)

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

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

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

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


-------------------------------------------------------------------------------
2.2  Hive, Smoldering Corpse Area
-------------------------------------------------------------------------------

  Area:  AR0400, Smoldering Corpse Area (AR0400)
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

        Grace -- Does it when asked.

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

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

        Vhailor -- won't help the trees.

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Drunken Harlot (doesn't join)

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

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

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

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

    Enter the Smoldering Corpse (x 2300 y 1600).

  Area:  AR0402, Smoldering Corpse Proper
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Dak'kon (joins you)

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

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Candrian (doesn't join)

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

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Ebb Creakknees (doesn't join)

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

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

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

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

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

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

    --------------------------------------------------------------------------
    NPC:  O (doesn't join)

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

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

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

        PERMANENT WISDOM +1

      And O disappears.
    --------------------------------------------------------------------------

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

    ---------------------------------------------------------------------------
    NPC:  Barkis (doesn't join)

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Mochai (doesn't join)

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

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

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

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

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

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

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


-------------------------------------------------------------------------------
2.3  Hive, Marketplace
-------------------------------------------------------------------------------

  Area:  AR0300, Marketplace Area
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

    Treasures:  - Clipped Copper                    (x  y , Reekwind)

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

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

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

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

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

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


    ---------------------------------------------------------------------------
    NPC:  Ash-Mantle (doesn't join)

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

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

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

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

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

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

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

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

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

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

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

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

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

    --------------------------------------------------------------------------
    NPC:  Reekwind (doesn't join)

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

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

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

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

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

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

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

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

      Now you just have to de-curse him.
    --------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

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

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

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


  Area:  AR0302, Office of Vermin Control
  ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ

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

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

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

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


-------------------------------------------------------------------------------
2.4  Hive, Northwest Area
-------------------------------------------------------------------------------

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Fleece (doesn't join)

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

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Porphiron (doesn't join)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


-------------------------------------------------------------------------------
2.5  Alley of Dangerous Angles
-------------------------------------------------------------------------------

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

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

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

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

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

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

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

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

  Tent 1 (x 1725 y 1850):  AR3012

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

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

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

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

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


-------------------------------------------------------------------------------
3. Ragpicker's Square
-------------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Yellow-Fingers (doesn't join)

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

      Talking with Yellow-Fingers is a mostly fruitless endeavor.

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

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

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

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

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

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

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

    --------------------------------------------------------------------------
    NPC:  Sharegrave (doesn't join)

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

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Nodd

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Dak'kon (already in party)

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

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

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

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

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

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

        "Endure. In enduring, grow strong."

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

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

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

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

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

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

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

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

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

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

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

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

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

        +1 STR
        +2 DEX
        +2 CON
    ---------------------------------------------------------------------------

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


-------------------------------------------------------------------------------
3.1  Trash Warrens
-------------------------------------------------------------------------------

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

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

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

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

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

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

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

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

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

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


-------------------------------------------------------------------------------
4. Buried Village
-------------------------------------------------------------------------------

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

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

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

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

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

    --------------------------------------------------------------------------
    NPC:  Marta (doesn't join)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Quint (doesn't join)

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

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

      Give Quint the Charm for 7500 experience and 250 copper.

      Once that is done, you can shop here.
    ---------------------------------------------------------------------------

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

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

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

    ---------------------------------------------------------------------------
    NPC:  Pharod (doesn't join)

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

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

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

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

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

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

      *ALIGNMENT*:  VOW is LAWFUL, LIE is CHAOTIC.

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

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

                    Oddly, telling Sharegrave doesn't seem to change your
                    alignment.
    ---------------------------------------------------------------------------

    Leave Pharod's house.

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


-------------------------------------------------------------------------------
5. Catacombs
-------------------------------------------------------------------------------

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



Notes:


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


===============================================================================
                           Frequently Asked Questions
===============================================================================


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

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


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

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


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

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

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

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


  Q:  How do I get into the Siege Tower?

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



===============================================================================
                                   APPENDICES
===============================================================================

-------------------------------------------------------------------------------
A. Monsters & Monster Strategies
-------------------------------------------------------------------------------

(not finished yet)

-------------------------------------------------------------------------------
B. Items
-------------------------------------------------------------------------------

(not finished yet)

-------------------------------------------------------------------------------
C. Spells
-------------------------------------------------------------------------------

  Mage:

  Priest:

  (not finished yet)

-------------------------------------------------------------------------------
D. Miscellaneous Information
-------------------------------------------------------------------------------

(not finished yet)

-------------------------------------------------------------------------------
E. Glossary of Terms
-------------------------------------------------------------------------------

Glossary of Torment Terms (partially based on the Glossary of Planespeak at
BGChronicles, http://www.bgchronicles.com/)

General Terms

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

  Barmy         -- Crazy

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

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

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

  Bub           -- liquor

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

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

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

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

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

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

  Deader        -- anyone who is dead, but not undead

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

  Gate          -- a portal to another plane/prime world

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

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

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

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

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

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

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

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

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

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

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

  Planewalker   -- anyone who knows their way around the Planes

  Portal        -- a gate from somewhere to anywhere

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

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

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


-------------------------------------------------------------------------------
F. Character Sounds
-------------------------------------------------------------------------------

(not finished yet, and this might take awhile)

All these sounds can be found at my Planescape Torment site:
  http://www.crosswinds.net/~manymoose/planescape/

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

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

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

Dak'kon

  DAK001B
  DAK001C
  DAK002
  DAK003B
  DAK008
  DAK011
  DAK013A
  DAK013B
  DAK013C
  DAK014A
  DAK015
  DAK016A
  DAK017B
  DAK019
  DAK021
  DAK024A
  DAK025
  DAK027B
  DAK028
  DAK029
  DAK030
  DAK031
  DAK032
  DAK033
  DAK034
  DAK035
  DAK036
  DAK037
  DAK039
  DAK040
  DAK041
  DAK042
  DAK043
  DAK046B
  DAK047A
  DAK050
  DAK052
  DAK054B
  DAK055A
  DAK074
  DAK075
  DAK076
  DAK082
  DAK083
  DAK089
  DAK091
  DAK103
  DAK107
  DAK110A
  DAK112
  DAK117
  DAK118
  DAK119
  DAK120
  DAK121
  DAK126
  DAK132
  DAK148
  DAK150
  DAK151
  DAK152
  DAK153
  DAK162
  DAK163
  DAK164
  DAK172
  DAK174
  DAK175
  DAK176
  DAK179
  DAK181
  DAK182
  DAK183
  DAK189
  DAK195
  DAK197
  DAK199
  DAK201
  DAK203A
  DAK203B
  DAK204
  DAK205
  DAK206
  DAK207
  DAK208
  DAK209
  DAK210A
  DAK210B

Fall-From-Grace

  FFG002
  FFG003
  FFG004
  FFG005
  FFG007
  FFG007B
  FFG008
  FFG011
  FFG018
  FFG021
  FFG023
  FFG030
  FFG039
  FFG043A
  FFG043B
  FFG043C
  FFG045
  FFG047
  FFG053
  FFG054
  FFG055
  FFG056
  FFG059
  FFG061
  FFG063
  FFG068
  FFG069
  FFG070
  FFG071
  FFG072
  FFG073
  FFG074
  FFG077
  FFG079
  FFG081
  FFG083
  FFG084
  FFG085
  FFG086
  FFG089
  FFG093
  FFG093B
  FFG094
  FFG104
  FFG106
  FFG117
  FFG118
  FFG120
  FFG121
  FFG122
  FFG124
  FFG125
  FFG126
  FFG127
  FFG128
  FFG129
  FFG130
  FFG131
  FFG132
  FFG133
  FFG134
  FFG135
  FFG136
  FFG137
  FFG138
  FFG139
  FFG140
  FFG141
  FFG142
  FFG143
  FFG144
  FFG145
  FFG146
  FFG147
  FFG152
  FFG158
  FFG161
  FFG165
  FFG166
  FFG173E
  FFG177
  FFG179
  FFG180
  FFG181
  FFG182
  FFG183
  FFG184
  FFG185
  FFG186
  FFG190
  FFG191
  FFG192
  FFG193
  FFG196
  FFG231
  FFG234
  FFG241
  FFG244
  FFG245
  FFG246
  FFG247
  FFG248
  FFG249
  FFG250
  FFG254
  FFG259
  FFG262
  FFG264
  FFG277
  FFG283
  FFG286
  FFG287
  FFG289
  FFG295
  FFG296
  FFG297
  FFG298
  FFG299
  FFG300
  FFG301
  FFG302
  FFG303
  FFG304
  FFG305
  FFG305A
  FFG306
  FFG306A
  FFG307
  FFG308
  FFG309
  FFG310A
  FFG310AA
  FFG312
  FFG314
  FFG315
  FFG316
  FFG317
  FFG318
  FFG319
  FFG319A
  FFG320
  FFG320A
  FFG321
  FFG322
  FFG323
  FFG323A
  FFG324
  FFG325
  FFG326
  FFG327
  FFG327A
  FFG328
  FFG328A
  FFG329
  FFG329A
  FFG330
  FFG330A
  FFG331
  FFG331A
  FFG331B
  FFG332
  FFG333
  FFG334
  FFG334A
  FFG334B

Ignus

  IGN001
  IGN004B
  IGN004C
  IGN011
  IGN013
  IGN016
  IGN022
  IGN024
  IGN042
  IGN049
  IGN052B
  IGN053A
  IGN062
  IGN064
  IGN065
  IGN066
  IGN071A
  IGN075A
  IGN077
  IGN080
  IGN082
  IGN084
  IGN086
  IGN089
  IGN090A
  IGN091
  IGN092
  IGN093
  IGN094
  IGN095
  IGN098
  IGN101
  IGN103
  IGN105
  IGN106
  IGN108
  IGN111
  IGN112
  IGN113
  IGN114
  IGN115
  IGN116
  IGN118
  IGN127
  IGN140
  IGN144A
  IGN147
  IGN148
  IGN149
  IGN150
  IGN151
  IGN153
  IGN155
  IGN157
  IGN162
  IGN164
  IGN171
  IGN177
  IGN190A
  IGN191A
  IGN201
  IGN202
  IGN205
  IGN206
  IGN207
  IGN210
  IGN218
  IGN219
  IGN221
  IGN222
  IGN224
  IGN225
  IGN226
  IGN228
  IGN229
  IGN230
  IGN232
  IGN238
  IGN241
  IGN243
  IGN246
  IGN247
  IGN248
  IGN249
  IGN250B
  IGN251A
  IGN252A
  IGN253
  IGN254
  IGN255
  IGN256

Morte

  MRT001
  MRT002
  MRT006
  MRT007
  MRT008
  MRT011
  MRT016
  MRT017
  MRT018
  MRT028
  MRT041
  MRT042
  MRT061
  MRT073A
  MRT075A
  MRT075B
  MRT075C
  MRT083
  MRT084A
  MRT088
  MRT089
  MRT094
  MRT097
  MRT101
  MRT102
  MRT103
  MRT104
  MRT106
  MRT108
  MRT109
  MRT110
  MRT111
  MRT112
  MRT113
  MRT114
  MRT115
  MRT119
  MRT123
  MRT124
  MRT125
  MRT126
  MRT128
  MRT130
  MRT132
  MRT133
  MRT156
  MRT157
  MRT158
  MRT159
  MRT160
  MRT162
  MRT163
  MRT164
  MRT166
  MRT167A
  MRT168
  MRT169
  MRT170
  MRT171
  MRT175
  MRT176
  MRT177A
  MRT178
  MRT179
  MRT180
  MRT181
  MRT182
  MRT183
  MRT184
  MRT185
  MRT186
  MRT187
  MRT188
  MRT189
  MRT190
  MRT191
  MRT193
  MRT194
  MRT195
  MRT196
  MRT197
  MRT199
  MRT202
  MRT204
  MRT220
  MRT222
  MRT223
  MRT224
  MRT229
  MRT235
  MRT242
  MRT244
  MRT251
  MRT294
  MRT305C
  MRT306
  MRT311B
  MRT314B
  MRT315
  MRT316
  MRT317
  MRT318
  MRT319
  MRT320
  MRT321
  MRT322
  MRT322AL
  MRT323
  MRT324
  MRT325
  MRT326
  MRT327
  MRT328
  MRT329
  MRT330
  MRT331
  MRT332
  MRT333
  MRT334
  MRT335D
  MRT336
  MRT345
  MRT346
  MRT347
  MRT351
  MRT352
  MRT353
  MRT355
  MRT356
  MRT357
  MRT361
  MRT365
  MRT371
  MRT387
  MRT388L
  MRT397A
  MRT398B
  MRT400A
  MRT401D
  MRT402C
  MRT403A
  MRT404C
  MRT405A
  MRT406A
  MRT407A
  MRT412C
  MRT413B
  MRT415C
  MRT417D
  MRT419C
  MRT422E
  MRT427A
  MRT430D
  MRT434A
  MRT436A
  MRT445A
  MRT450E
  MRT453G
  MRT458D
  MRT459A
  MRT460A
  MRT461BD
  MRT461AB
  MRT462AA
  MRT462B
  MRT463AA
  MRT463B
  MRT464BA
  MRT464AA
  MRT465
  MRT466B
  MRT467BA
  MRT467AA
  MRT468A
  MRT469A
  MRT470B
  MRT471D
  MRT472A
  MRT473D
  MRT475AA
  MRT475CA
  MRT476B
  MRT476A
  MRT476Z
  MRT477A
  MRT477B
  MRT478
  MRT479A
  MRT479B
  MRT480
  MRT481
  MRT482
  MRT483
  MRT484
  MRT485
  MRT486A
  MRT486B
  MRT487
  MRT488
  MRT489
  MRT490
  MRT491
  MRT492
  MRT493
  MRT494
  MRT495
  MRT496
  MRT497
  MRT498
  MRT499
  MRT500
  MRT501
  MRT502
  MRT503
  MRT504
  MRT505
  MRT506
  MRT507
  MRT508
  MRT509
  MRT510
  MRT511
  MRT512D
  MRT512
  MRT513
  MRT514
  MRT515
  MRT516
  MRT524
  MRT525
  MRT526
  MRT528
  MRT529
  MRT530
  MRT531
  MRT532
  MRT533A
  MRT533B
  MRT534
  MRT535
  MRT536
  MRT537
  MRT538
  MRT539
  MRT540
  MRT541A
  MRT541B
  MRT542C
  MRT542A
  MRT542B
  MRT543B
  MRT543A
  MRT544B
  MRT544A
  MRT545
  MRT546A
  MRT546B
  MRT547A
  MRT547B
  MRT548B
  MRT548A
  MRT549B
  MRT549A
  MRT550A
  MRT550B
  MRT551A
  MRT551B
  MRT552C
  MRT552A
  MRT552B
  MRT553A
  MRT553C
  MRT553B
  MRT554A
  MRT554B
  MRT555
  MRT556C
  MRT556B
  MRT556A
  MRT557A
  MRT557B
  MRT558A
  MRT558B
  MRT559A
  MRT559B
  MRT560
  MRT561
  MRT562
  MRT563
  MRT564
  MRT565B
  MRT565A
  MRT567A
  MRT567B
  MRT568B
  MRT568A
  MRT569A
  MRT569B
  MRT570B
  MRT571A
  MRT571B
  MRT572B
  MRT573
  MRT574
  MRT575B
  MRT575A
  MRT576A
  MRT576C
  MRT576B
  MRT577
  MRT578
  MRT579
  MRT582B
  MRT582A
  MRT582C
  MRT582D
  MRT582E
  MRT801B
  MRT802B

Nameless One

  NAM011
  NAM013
  NAM018D
  NAM020A
  NAM020C
  NAM020B
  NAM023
  NAM026
  NAM028
  NAM029
  NAM030
  NAM031
  NAM032
  NAM033A
  NAM035
  NAM036
  NAM038
  NAM040
  NAM042
  NAM045
  NAM047
  NAM062
  NAM065
  NAM072
  NAM073
  NAM077
  NAM080
  NAM082
  NAM083
  NAM086
  NAM087
  NAM093
  NAM099
  NAM102
  NAM103
  NAM105
  NAM108C
  NAM118B
  NAM122
  NAM123
  NAM125
  NAM126
  NAM128
  NAM129
  NAM137
  NAM138
  NAM139
  NAM140A
  NAM150B
  NAM151B
  NAM152B
  NAM153
  NAM154
  NAM157
  NAM162
  NAM164C
  NAM165
  NAM166
  NAM167
  NAM168
  NAM171
  NAM174
  NAM175
  NAM178
  NAM187
  NAM194
  NAM197
  NAM200D
  NAM200A
  NAM201B
  NAM202
  NAM207
  NAM208H
  NAM208A
  NAM208F
  NAM208G
  NAM209A
  NAM210B
  NAM211C

Nordom

  NOR004
  NOR005
  NOR007
  NOR009
  NOR011
  NOR014
  NOR015
  NOR028
  NOR036
  NOR039
  NOR041
  NOR042
  NOR043
  NOR044
  NOR045
  NOR046
  NOR049
  NOR050
  NOR054
  NOR055
  NOR057
  NOR062
  NOR063
  NOR067
  NOR087
  NOR088
  NOR089
  NOR093
  NOR094
  NOR095
  NOR097
  NOR099
  NOR100
  NOR101
  NOR102
  NOR103
  NOR104
  NOR105
  NOR106
  NOR107
  NOR108
  NOR109
  NOR110
  NOR111
  NOR112
  NOR116
  NOR126
  NOR136
  NOR137
  NOR148D
  NOR148
  NOR148C
  NOR149
  NOR150
  NOR150B
  NOR150A
  NOR158
  NOR162
  NOR166
  NOR169
  NOR176
  NOR177
  NOR178
  NOR179
  NOR180
  NOR184
  NOR185
  NOR186
  NOR187
  NOR194
  NOR196
  NOR201
  NOR223
  NOR224
  NOR225
  NOR228
  NOR235
  NOR238
  NOR239
  NOR240
  NOR244
  NOR246
  NOR251
  NOR255
  NOR268
  NOR271
  NOR276
  NOR281
  NOR283
  NOR284
  NOR285
  NOR286A
  NOR286B
  NOR287
  NOR288
  NOR289B
  NOR289A
  NOR290B
  NOR290A
  NOR291A
  NOR291B
  NOR292B
  NOR292A
  NOR293
  NOR294
  NOR295
  NOR296
  NOR298
  NOR302
  NOR303D
  NOR303B
  NOR303A
  NOR303C
  NOR304B
  NOR304A
  NOR304C
  NOR305B
  NOR305A
  NOR306
  NOR307
  NOR308A
  NOR308B
  NOR309
  NOR310A
  NOR310B
  NOR311
  NOR312
  NOR313B
  NOR313A
  NOR314
  NOR317B
  NOR317A
  NOR319A
  NOR319B
  NOR321B
  NOR321A
  NOR322
  NOR323
  NOR324C
  NOR324A
  NOR324B
  NOR325A
  NOR325B
  NOR326C
  NOR326D
  NOR326A
  NOR326B

Vhailor

  VHA002
  VHA006
  VHA008
  VHA010
  VHA012
  VHA013
  VHA020
  VHA023
  VHA027
  VHA034
  VHA039
  VHA040
  VHA041
  VHA043
  VHA044A
  VHA044B
  VHA044C
  VHA046
  VHA049
  VHA054
  VHA056
  VHA058
  VHA059
  VHA063
  VHA076
  VHA080
  VHA083
  VHA084
  VHA089
  VHA092
  VHA102
  VHA107
  VHA111
  VHA121
  VHA127
  VHA129
  VHA130
  VHA131
  VHA135E
  VHA137
  VHA138
  VHA162
  VHA163
  VHA173
  VHA175
  VHA176
  VHA179
  VHA180
  VHA181
  VHA185
  VHA186
  VHA191
  VHA196
  VHA218
  VHA219
  VHA220
  VHA221
  VHA224
  VHA227
  VHA228
  VHA230
  VHA233
  VHA234
  VHA236
  VHA239
  VHA240
  VHA242
  VHA247
  VHA250
  VHA251
  VHA253
  VHA255
  VHA256A
  VHA256B
  VHA257A
  VHA257B
  VHA258
  VHA260
  VHA261B
  VHA261C
  VHA262A
  VHA262B
  VHA262C
  VHA262D
  VHA262E
  VHA262F


-------------------------------------------------------------------------------
G. Utilities & Editors
-------------------------------------------------------------------------------

(not finished yet)

-------------------------------------------------------------------------------
H. Online Resources
-------------------------------------------------------------------------------

General Sites:

  http://www.gamefaqs.com/       -- where this FAQ can be found

  http://www.planescape-torment.com/
  http://www.interplay.com/
  http://www.bioware.com/        -- the three most "official" websites

  http://www.dirty.org/BIS       -- Team Torment (the designers) Page

  http://www.bgchronicles.com/   -- BGChronicles, a great fan site

  http://www.teambg.com/         -- TeamBG, a great Editor site

Torment Fan Sites:

  http://www.csolve.net/~rock_on/torment/       -- Torment Underworld
  http://torment.iplaygames.com/                -- The Pit


-------------------------------------------------------------------------------
I. Strange Things
-------------------------------------------------------------------------------

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

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

(not finished yet)

===============================================================================
                                 Final Words...
===============================================================================

ASCII Art created using the Figlet Server (and then heavily modified by me)
  http://www.surfplaza.com/figlet/

This FAQ was written entirely using the GWD Text Editor:  (shareware)
  http://www.gwdsoft.com/

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



Questions?  Comments?  Mistakes?  Musings of all things great and small?
Email me about it!
   Email:  manymoose@hotmail.com

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


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

  Version 0.3  November 1, 2000  217k

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


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


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

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

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