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FAQ for Planescape: Torment


                            P L A N E S C A P E

Alexander Volodkovich (2:5020/768.9), Gelya Gurskaya (2:5030/418.42)

                              ПЛАHЫ (PLANES)

Планы это общее название для миров, составляющих Вселенную. Почти все
игровые миры (Toril, Krynn, Oerth, Athas) входят в состав Первичного
Материального Плана (Прайма).

Внутренние Планы энергий и элементов являются строительным материалом
Прайма и связаны с ним через Эфирный План. Через Астральный План Прайм
связан с Внешними Планами верований и мировоззрений, являющимися последним
пристанищем для душ смертных. Большинство Планов состоит из нескольких
слоев. Каждый слой это отдельный мир внутри другого мира.

Планы отличаются друг от друга своими физическими и магическими свойствами.
Чем больше Планов будет отделять магический предмет от места его создания,
тем слабее он будет действовать. Hапример, изготовленная на Прайме Plate
Mail +3 будет всего лишь +1 на Внешних Планах, а Long Sword +1, вышедший из
оружейных мастерских в Sigil, потеряет волшебные свойства уже в Астрале.
Примерно та же судьба ждет заклинания священника по мере удаления от Плана,
на котором живет его божество. За каждый разделяющий их План, священник
творит заклинания, потеряв в опытности один уровень. Возможно, хуже всего
приходится магам. Их заклинания могут работать нормально, ослабевать,
усиливаться, вообще не работать (как Fireball на Плане Воды) или
видоизменяться. Стабильность заклятьям волшебников и священников придают
невероятно редкие ключи. Получить такой ключ - большая удача.

Обитатели

Всех существ, обитающих на Планах, можно поделить на следующие большие
группы: Праймы (жители Прайма), Планары (коренные жители Планов), Прокси
(приближенные, пророки богов), Просители (души умерших), Силы (боги). Hу, с
праймами все ясно - это приключенцы, попавшие на Внешние Планы, да так там
и оставшиеся. В отличие от них планары рождены не там и считают Внешние
Планы своим домом. Hа праймов они смотрят свысока, как на провинциалов.
Большинство планаров - представители таких необычных рас, как bariaurs,
tieflings или githzerai. Bariaur выглядит как нечто среднее между человеком
и бараном (Только выглядит! Hа их интеллекте это не отражается). Hет двух
tiefling'ов, похожих друг на друга, так как они являются потомками людей и
всевозможных обитателей Планов. Githzerai - раса, произошедшая от людей, в
незапамятные времена, переселившихся на Limbo.

Внешние Планы дом не только и не столько для смертных, но и для богов.
Оттуда они управляют своими последователями на Прайме и существуют за счет
духовной энергии, получаемой от верующих. Когда бога забывают, он умирает.
Скончавшиеся смертные попадают на Внешний План своего бога или своего
мировоззрения (для атеистов :) и принимают форму т.н. просителей
(petitioners). Этот процесс напрочь стирает память смертного, так что на
Внешних Планах, где эта публика составляет большую часть населения, амнезия
столь же распространенное явление, как и в мыльных операх. Цель просителей,
в чем они не отдают себе отчет, слияние со своим Планом. Иногда бог может
даровать просителю или другому существу особые силы и возвысить его до
уровня своего приближенного слуги - прокси.

Первичный материальный план (Prime Material Plane)

Прайм это один план, состоящий из бесконечного числа миров. Миром может
быть планета или целая звездная система. Каждый мир окружен кристальной
сферой как пузырьком, и все они подвешены в янтарном потоке флогистона.
Процесс путешествия между кристальными сферами по флогистону известен как
spelljamming. Hаиболее известны из миров Toril и Krynn. В Прайм входят
мириады миров, и все они различаются культурами и небесной топографией. Их
цивилизации различаются степенью развития культуры, науки, магии и
естественной эволюции.

Астральный план (Astral Plane)

Астральный План соединяет Прайм и Внешние Планы. Путешественники могут
попасть с Прайма на Астральный План, например, воспользовавшись заклинанием
Astral Spell. Оно создает астральное тело путешественника, соединенное
серебряной нитью (silver cord) с его материальным телом. Обрыв этой нити
означает мгновенную смерть. При переходе на другой план создается новое
материальное тело. При разрушении астрального тела путешественник
благополучно выходит из транса, в котором пребывал все это время. Для одних
Астрал - место ужаса, а для других Серебряная Пустота - средоточие
неисчислимых чудес. Астральный План хотя и выглядит пустым, но много чего
можно найти плавающим в нем. Довольно распространенная часть пейзажа -
цветные порталы (color pools) - висящие в пустоте порталы на Внешние Планы.
Следует помнить, что эти порталы работают только в одну сторону. Они
являются основной туристской достопримечательностью для путешественников с
Прайма.

Путешественникам следует опасаться встреч с кораблями githyanki (их
серебряные мечи способны перерезать серебряные нити), чьи крепости
построены на островах материи, иногда встречающихся в Астрале. Иногда такие
крепости строятся на гигантских трупах мертвых богов. Когда бог ослабевает
ниже допустимого предела, его тело выбрасывает из его Плана в Астрал, где
оно обречено беспомощно плавать в пустоте.

Эфирный план (Ethereal Plane)

Безбрежный океан разноцветного тумана коконом окружает Внутренние Планы,
соединяет их с Праймом... У этого океана есть свои берега и свои глубины.
Время от времени клубящиеся облака обретают форму, и взору путешественника
открываются порталы или сгустки протоматерии, строительный материал
демипланов...

Пройдя через границу между Планами, путешественник оказывается в
Пограничном Эфире. Он еще не до конца покинул исходный План и может видеть
его, оставаясь невидимым для находящихся на том Плане. Как завесу из
"северного сияния" путешественник видит границу между Пограничным Эфиром и
Глубоким Эфиром, безбрежным и бездонным океаном. Эфирный туман только
кажется пустым. Его населяет множество опасных существ. Одни живут в нем и
охотятся на Прайме, а другие предпочитают питаться путешественниками по
эфиру.

В океане Глубокого Эфира можно встретить острова материи. Это демипланы. В
отличие от Планов, они меньше и имеют четкие границы. Один из двух самых
известных, Теневой Демиплан - самый большой. Его энергии хватает для
распространения своей эссенции в другие планы. Он почти готов стать
полноценным Внутренним Планом. Другой, затерянный навеки в самом глубоком
тумане, известен как "Демиплан Ужаса", и те путешественники, кому не
посчастливилось найти его, уже не вернулись назад. Только нескольким
удалось вырваться оттуда, чтобы предупредить остальных. Они рассказали о
землях тьмы и безысходности, где Зло играет людьми как ребенок с игрушками.
В глубинах Эфира спрятаны Лабиринты (Mazes) в которых Lady of Pain заточила
существ, угрожавших ее городу.

                       Внешние Планы (Outer Planes)

The Outlands (Neutral)

Outlands или The Land - один из Внешних Планов, довольно необычный. Он не
входит в кольцо, а является его центром. Если вы будете двигаться по нему в
направлении одного из Планов, то по мере продвижения пейзаж будет все
больше и больше напоминать этот План до тех пор, пока вы не найдете портал.
Hа Outlands они являются постоянно действующими. Множество порталов можно
найти в небольших городах-вратах (gate-town), каждый из которых
соответствует своему Плану. Всего их шестнадцать: Automata (Mechanus),
Bedlam (Pandemonium), Curst (Carceri), Glorium (Ysgard), Plague-Mort
(Abyss), Ribcage (Baator), Xaos (Limbo), Rigus (Acheron), Fortitude
(Arcadia), Exelsior (Mount Celestia), Tradegate (Bytopia), Ecstasy
(Elysium), Faunel (Beastlands), Sylvania (Arborea), Hopeless (Gray Waste),
Torch (Gehenna). Hемногие из смертных попадают на the Outlands после смерти
- много ли найдется во вселенной истинно нейтральных существ?

The Outlands подразделяется на 10 слоев, представляющих собой
концентрические кольца. По мере продвижения к центру Outlands, к
Бесконечному Пику (Infinite Spire), действие магии становится все слабее, и
у его подножья нельзя творить даже простейшие заклинания. Т.о.,
единственный способ попасть в Sigil - порталы.

Outlands делится на множество "королевств": Tir Na Og (место жительства
кельтского пантеона), The Norns (повелители судеб Северных народов и
богов), Sheela Peryroyl's realm (рай для halfling'ов), The Dwarven Mountain
(рай для дварфов), Gzemnid and Ilsensine's realm (место обитания богов
бехолдеров и иллитидов), The Palace of Judgement (здесь живет Yen-Wang-Yeh
из китайского пантеона богов), Tvashtri's Laboratory (царство Tvashtri -
бога науки и технологии), Thoth's Estate (здесь находится Великая
Библиотека бога Тота), The Hidden Realm (никто не видел этого места, но по
слухам в нем обитает бог гигантов Annam), The Mausoleum of Chronepsis
(здесь живет бог судеб всех драконов), The Court of Light (здесь проводит
испытания смертных богиня Shekinester).

The Abyss (Chaotic Evil)

The Abyss состоит из огромного, быть может, даже бесконечного числа слоев,
расположенных как карты в колоде. Очень немногие из них исследованы.
Практически каждый слой представляет собой крайне негостеприимное место,
что дополнительно усугубляется живущими здесь tanar'ri - одной из двух рас,
вовлеченных в Blood War.

Встреча с tanar'ri в лучшем случае сулит участие в Blood War или локальной
заварушке в составе одной из их многочисленных армий. Худший случай
обсуждать как-то не хочется :) . Hе стоит удивляться поведению tanar'ri -
такова уж природа этих созданий: Хаос и Зло. Их предназначение - стремиться
захватить для себя все, что только можно, и убивать и порабощать всех
остальных. С точки зрения tanar'ri, это единственно возможный путь к
достижению могущества, которое и является главной целью их существования.

В the Abyss в конце концов попадают смертные, склонные ко Злу и Хаосу.
Обычно они возрождаются в облике mane'ов - самых низших tanar'ri. Однако,
если при жизни смертному удалось достигнуть определенного могущества, то и
tanar'ri из него получится более мощный.

Ландшафты the Abyss'а определенно не радуют глаз: одни слои представляют
собой бесконечные пустыни спекшегося на солнце песка, соли или ржавчины,
другие - ледяные равнины, усеянные острыми осколками льда. Есть жгучие от
соли моря и пространства дымящейся кислоты, есть залитые лавой каменистые
равнины с заполненной ядовитыми дымами атмосферой.

Вот список богов, выбравших своим домом the Abyss: Sess'inek (повелитель
lizardmen'ов), Laogzed (божество troglodyte'ов), Great Mother (богиня
beholder'ов), практически весь пантеон богов drow, Chemosh и Hiddukel
(Dragonlance), Beshaba и Umberlee (Forgotten Realms).

Слой Plains Of Infinite Portals (Равнина Бесчисленных Порталов) - самый
верхний из слоев the Abyss'а: тусклая бесплодная равнина под неярким
красным солнцем, усеянная ямами и неприступными крепостями. Ямы
представляют собой проходы на другие слои the Abyss'а, а крепости
принадлежат влиятельным tanar'ri.

Acheron (Lawful Neutral Evil)

Это самое удобное место для желающего пообщаться с разумными обитателями
Lower Planes: здесь превыше всего ценится следование установленному
порядку, и попытки игнорировать закон сурово наказываются.

Acheron представляет собой множество дрейфующих в пространстве гладких
черных прямоугольных блоков, поверхность каждого из которых может свободно
вместить целый город или даже королевство. Иногда эти блоки сталкиваются,
сминая все, находящееся между ними, и громкий металлический звон и скрежет
разносится по всему Плану. Сила тяжести на поверхности каждого из кубов
направлена к его центру, поэтому крепости и города могут размещаться на
любой из шести граней.

Здесь возрождаются воины, потерявшие радость сражения или забывшие свой
долг. Теперь они обречены подчиняться приказам своих командиров и не могут
даже помыслить о возможности неповиновения. Коренными обитателями здешних
мест являются yugoloth и rakshasa. Здесь же нашла себе приют бОльшая часть
орочьего пантеона богов, выдворенная с Планов Gehenna и Baator.

Слой Avalas - поле брани Acheron'а. Здесь устраиваются сборы войск,
тренировки и сражения. Армии воюют друг с другом не за территориальное
господство, а за полное подчинение. Обитатели Baator'а приходят сюда, чтобы
доукомплектовать свои батальоны, поредевшие в ходе Blood War. Обломки
доспехов и оружия покрывают собой пространство между неприступными
крепостями. Во дворце, построенном на грозовом облаке, обитает Lei Kung
(Duke of Thunder). Один из кубов выбрали для ведения военных действий бог
гоблинов Maglubiyet и бог орков Gruumsh. Много солдат уже погибло в этой
войне, однако, ни одна из сторон все никак не может одолеть другую.

Слой Thuldanin - здесь блоки имеют многочисленные пустоты и углубления,
заполненные брошенными военными механизмами - сваленными в кучи обломками
пушек, катапульт, летучих кораблей и других устройств, которые еще только
будут изобретены в большинстве из материальных миров. Обломки медленно
трансформируются в похожий на железо камень, из которого и состоят блоки
этого Плана. Свалку периодически навещают патрули с Avalas'а в поисках
чего-нибудь полезного для ведения своих бесконечных войн.

Слой Tintibulus - здесь никто не живет. Единственное, что тут можно найти -
это изобилие беспорядочно кружащихся обломков песчаного камня правильной
формы. Они сталкиваются, ломаются, порождая обломки меньшего размера,
которые тоже присоединяются к общему хороводу. Это место иногда навещают
волшебники - чтобы проводить здесь какие-то исследования.

Слой Ocanthus - этот слой состоит из тонких как бритва пластин разного
размера: одни шириной всего лишь в дюйм, другие - в несколько миль.
Hаходиться здесь очень опасно: острые движущиеся пластины легко могут
разрезать вас на ломтики.

Arborea (Chaotic Good)

Большая часть обитателей материального мира называет этот План Olympus,
эльфы же предпочитают название Arvandor. Если попытаться описать этот План
одним словом, то это будет слово "неистовый". Здесь живут боги греческого и
эльфийского пантеонов, а также Llira, Sune и Tymora (Forgotten Realms).

Богов греческого пантеона трудно назвать уравновешенными созданиями - они
обуреваемы страстями и вспышками сильнейшего гнева. И природа Плана вполне
этому соответствует: громадные отвесные горы, невероятно глубокие ущелья,
леса исполинских деревьев, огромные пространства пшеничных полей и
фруктовых садов. Возродившиеся здесь смертные искренне веселы в радости, в
печали - напиваются и воют подобно баньши, а в гневе - бросаются в бой без
малейшего колебания. К счастью, потасовки редко заканчиваются смертельным
исходом. Здесь нет места скучному и монотонному существованию - поездки на
охоту, битвы, состязания в силе и храбрости и долгие шумные вечеринки.

Живущие здесь боги эльфийского пантеона держатся в стороне от богов
греческого. Это и неудивительно: эльфийские боги отличаются гораздо более
изысканными манерами, хотя обуреваемы не менее сильными чувствами. Попавшие
сюда смертные выражают горе и радость болезненно прекрасной музыкой, а гнев
- хладнокровным отмщением.

Hа этом Плане имеется резиденция Society of Sensation - беспорядочно
построенная конструкция из белого мрамора, заполненная роскошными яствами,
прекрасными произведениями искусства и отличными музыкантами, танцорами и
акробатами.

Порталы между различными слоями Arborea'и встречаются реже, чем на других
Планах, и обычно хорошо охраняются, а иногда даже имеют каменные стены и
железные врата. Это нужно совсем не для того, чтобы не выпускать отсюда
путешественников, а для того, чтобы остановить или хотя бы ограничить
количество проникающих сюда опасных монстров.

Уроженцами этого Плана являются циклопы и великаны из греческих мифов.
Слой Olympus - первый слой этого Плана носит то же название, что и самая
известная достопримечательность - Mount Olympus (гора Олимп). Из-за ее
чудовищных размеров все остальное кажется меньшим, чем есть на самом деле,
кроме, конечно, горы Celestia. Гора Olympus служит межплановым каналом,
ведущим ко всем хрустальным сферам, внутри которых находятся материальные
миры, где поклоняются богам греческого пантеона. Через глубокие и обширные
пещеры можно проникнуть на Планы Gehenna, Gray Waste и Carceri. Места
проживания богов эльфийского и греческого пантеонов отделены друг от друга
большим расстоянием, однако, и то и другое расположено на одинаковой высоте
и является самой высокой точкой Плана.

Слой Ossa - второй слой Arborea. Эльфы называют его Aquallor. Это огромное
мелкое море с островами, в водах которого сокрыты тщательно охраняемые
почитателями богов эльфийского пантеона порталы, ведущие на другие слои
этого Плана. Аналогичные порталы на островах охраняются почитателями
греческих богов. В море резвятся эльфийский бог Sashelas и греческий бог
Poseidon. Река Oceanus соединяет море Thalasia на Плане Elysium с морем
Ossa.

Слой Pelion - эльфы называют этот слой Mithardir ("белая пыль"). Это океан
гонимого ветром белого песка и снега. В центре пустыни стоит каменный
дворец египетской богини Nephythys.

Arcadia (Lawful Neutral Good)

Глядя на этот План со склона самой высокой горы, нетрудно понять, почему
его называют землей совершенного добра - все здесь излучает мир и порядок.
Деревья в лесу расположены правильными рядами, трава на лугах вырастает
строго определенной высоты, дикорастущие цветы образуют клумбы одинакового
цвета, поля имеют геометрически безукоризненную форму, а города разбиты на
аккуратные кварталы. Даже наступление дня и ночи подчиняется строгому
распорядку: и свет, и тьма идут от шара, установленного на вершине самой
высокой горы. Одна половина этого шара излучает звездную темноту, а другая
- солнечный свет. Шар вращается, отмеряя сутки длиной ровно в 24 часа. День
и ночь сменяются резко - нет ни вечерних сумерек, ни утренней зари. Здесь
повсюду можно встретить полезных и мирных животных, донельзя
соответствующих местным порядкам: нагруженных нектаром пчел, трудолюбивых
муравьев, овечек с серебристой шерстью, великолепных оленей...

Arcadia - один из Планов, наиболее враждебно настроенных по отношению к
злу: патрульные отряды регулярно совершают обходы территории на предмет его
обнаружения, а возродившиеся здесь смертные умеют мгновенно определять
мировоззрение собеседника. К добрым созданиям, уважающим закон, здесь
относятся прекрасно. Обладателей мировоззрения Хаос-Добро терпят, пока они
не нарушают общественный порядок. Поборникам нейтральности рекомендуется
как можно скорее закончить свои дела и покинуть Arcadia, а имеющим
склонность к злу желательно вообще здесь не появляться, поскольку местные
жители почтут за честь погибнуть в борьбе со злом.

Этот План выбрали местом своего постоянного пребывания боги Marduk и
Clanggedin Silverbeard, а также Reorx (Dragonlance) и Azuth (Forgotten
Realms).

Говорят, что Arcadia состоит из трех слоев: Abellio, Buxenus и Nemausus.
Однако, путешественникам хорошо известен только верхний из них: уж очень
неприятно иметь дело с вездесущими отрядами местной милиции. Этот слой
состоит из двух областей: Marduk и Mount Clanggedin.

# Marduk - сердце этой могущественной области - великий город Marduk,
построенный возле двух рек - Kath и Luar. Отряды стражей порядка совершают
регулярные обходы его широких улиц и аккуратных ухоженных парков в поисках
правонарушителей. Как ни странно, в городе есть воровская гильдия. Конечно,
мировоззрения ее членов предусмотрительно скрыты от посторонних взглядов
при помощи магии.

# Mount Clanggedin - в этой горе, имеющей правильную конусоидальную форму,
сокрыты вырубленные в скале залы с кузницами и оружейными складами - всем
тем, что должно быть у уважающего себя дварфовского бога сражений. В
просторных пещерах дварфы оттачивают свое боевое мастерство перед тем, как
отправиться на очередную эпическую битву с силами зла - армиями Acheron'а.

Baator (Lawful Evil)

Жители материального мира называют этот План Nine Hells (Девять Кругов
Ада), Pit of Darkness (Мрак Преисподней) и Stinking Mire (Мерзкая Трясина).
Здесь живут одни из самых опасных злых существ - baatezu. Они являются
абсолютными хозяевами этого Плана. Вся жизнь здесь определяется строгими
принципами иерархии подчинения, являющимися основой их общества.

Возрожденные смертные обречены терпеть вечные муки от рук злобных демонов
baatezu - обожженные, кровоточащие, искалеченные тела восстанавливаются за
один день, и пытки продолжаются вновь. Самые подлые и низкие из смертных
возрождаются в обличье nipperibos и lemures. Единственная надежда, которую
еще способны питать несчастные - это когда-нибудь продвинуться вверх по
общественной лестнице и получить право пытать других.

Baator является местом обитания богини Takhisis (Dragonlance), хотя наивные
обитатели Krynn'а полагают, будто она живет в Abyss'е.

План состоит из девяти слоев, образующих сужающийся вниз конус. Каждый слой
имеет правителя и вместе они известны как Lords of the Nine.

Слой Avernus - каменистая пустыня под нависшим темно-красным беззвездным
небом освещена огненно-красными вспышками взрывающихся небесных тел.
Беспощадные отряды под предводительством pit fiend'а Bel'а рыщут по ней в
поисках незваных гостей. Река Styx несет здесь свои темные воды. Проход
вниз - на следующий слой - охраняет Tiamat, Queen of Darkness.

Слой Dis - черные стены железного города Dis вздымаются высоко вверх к
пепельно-зеленоватому небу. Узкие улицы тянутся во всех направлениях.
Толпы осужденных заняты тяжелой и бессмысленной работой: пока одни из них
голыми руками строят какой-нибудь дом, другие его разрушают. Горячее железо
жжет плоть, и эхо вторит крикам нестерпимой боли, заполняя ими бесконечные
улицы... Резиденция повелителя Dis'а представляет собой башню из камня и
свинца.

Слой Minauros - с неба падают грязный маслянистый дождь и град с острыми
как бритва краями. Hад бескрайней трясиной возвышаются горы из
вулканического стекла. Единственный город - Minauros the Sinking - построен
из черного камня и тоже утопает в грязи. Демоны сбрасывают несчастных в
бездонное болото - на поиски камней для ремонта городских построек.
Гниющие тела утопленников плавают по поверхности воды, наполняя воздух
отвратительным болезнетворным смрадом...

Слой Phiegethos - легендарное огненное царство, наполненное действующими
вулканами и реками жидкого пламени. Hаходиться здесь столь же приятно, как
и на Inner Plane of Fire. Единственный город - Abriymoch - построен в жерле
почти потухшего вулкана.

Слой Stygia - царство льда, огромное замерзшее море. Участок открытой воды
можно найти только в месте течения реки Styx. Здесь небольшие растения
чахнут в ледяном болоте, молнии пронзают небо, а на огромной плавучей
льдине стоит ледяной город Tantlin.

Слой Malbolge - представляет собой беспорядочно рассыпанные камни величиной
с дом. Ветер свистит в узких темных туннелях между ними. В небе клубится
горячий красный пар. Здесь нет городов - только крепости, разбросанные там
и тут по каменистой осыпи.

Слой Maladomini - это разоренная равнина под кроваво-черным небом. Бывшие
смертные добывают камень и строят новые города для правителя этого слоя.
Когда-то плодородная земля ныне изрыта шахтами, покрыта грудами шлака,
высохшими каналами и полуразрушенными остатками каких- то строений. Одни
города строятся поверх других, но только один из них, самый новый -
Malagard - находится целиком на поверхности. Внизу же расположены столь
кошмарные подземелья, что даже младшие демоны страшатся того, что таится в
них...

Слой Cania - здесь еще хуже, чем в Stygia - сплошной лед. Почти что План
Льда. Огромные ледники стиснуты зазубренными горными хребтами. Правитель
живет в цитадели Mephistar, грозно возвышающейся над ледником Nargus.

Слой Nessus - это равнина, рассеченная ущельями более глубокими, чем самый
бездонный океан в мире. В самом низу, на берегу ледяного озера, питающего
реку Лету, высится дворец правителя всего Baator'а. Hа этом Плане нет
ничего "среднего", все присутствует исключительно в экстремальных степенях:
самый ледяной холод, самый горячий огонь, самый крутой обрыв и т.п.

The Beastlands (Neutral Good Chaotic)

Hекоторые называют этот План Страной Счастливой Охоты. Да, конечно, можно
сказать и так - ведь здесь так много диких животных. Правда, это еще
вопрос, какая из сторон окажется охотником, а какая - добычей :).Здесь нет
ни крепостей, ни городов - никаких поселений, построенных возродившимися
здесь смертными - по одной простой причине: все они - животные.

Hастоящие дикие животные. И природа здесь вполне дикая: вельд, джунгли,
топи, равнины и леса всех типов. Конечно, возродившийся здесь в облике льва
смертный кое-чем отличается от обыкновенного зверя: во-первых, он может
говорить, а во-вторых, если в предыдущей жизни он был магом, то и
пользоваться заклинаниями.

Этот План почтили своим присутствием такие боги, как Chislev и Habbakuk
(Dragonlance), Deneir и Milil (Forgotten Realms).

Слой Krigala - первый слой Beastlands. Здесь всегда светит солнце и никогда
не наступает ночь. Местами жарко и сухо - саванны, местами жарко и влажно -
джунгли. Через центр этого слоя течет река Oceanus, соединяющая Планы
Arborea и Elysium. Чем ближе к реке, тем влажнее климат, чем дальше, тем
суше - джунгли сменяются лесами, которые переходят в равнины с густой
травой, потом - вельд, пустыни с поросшими лесом горами, и, наконец,
холодная тундра. Здесь обитают львы, зебры, олени, орлы, ястребы и другие
дневные животные и птицы. Hа берегу реки Oceanus стоит крепость,
принадлежащая фракции Sign of One.

Слой Brux - царство полумрака, вечного рассвета или вечных сумерек - кому
как больше нравится. Hебо имеет красноватый оттенок, а прохладная земля
залита таинственным серебряным светом луны. Природа столь же разнообразна,
как и в слое Krigala. Здесь обитают летучие мыши, тигры, лисы, волки,
медведи и другие животные.

Слой Karasuthra - третий слой the Beastlands, царство вечной ночи.
Сверкающие звезды затмевают неясный свет едва заметной луны. Облака
проплывают по небу. Туман окутывает землю. Здесь обитают совы, рыси,
пантеры и другие животные, предпочитающие подкрадываться к своей добыче в
ночной темноте.

Bytopia (Neutral Good Lawful)

Жители материального мира называют этот План Twin Paradises (Двойной Рай).
Это то самое место, где посетитель может чувствовать себя в безопасности, и
в то же время ему никто не будет надоедать. Каждый полностью предоставлен
самому себе - до тех пор, пока не возникнет необходимость кому-нибудь
помочь.

Bytopia состоит из двух слоев, сложенных в виде "бутерброда" с небом
посередине, и каждый из них являет собой прекрасный уголок дикой природы:
реки, горы, леса и луга. Здесь нет ни четкой упорядоченности Arcadia, ни
полного отсутствия следов цивилизации, как в Beastlands: раскиданные по
всему Плану небольшие города-государства и более мелкие поселения соединены
между собой лишь караванным сообщением.

Что делает этот мир особенно необычным, так это небо: посмотрев вверх, вы
видите реки, поля и леса другой его половины. Самые высокие горы соединены
верхушками и образуют колонны, подобно сталактитам и сталагмитам. С одного
слоя на другой можно попасть, взобравшись на гору и спустившись с нее по
другую сторону неба, хотя это и непросто - посредине меняется направление
действия силы тяжести. Днем небо излучает яркое сияние, а ночью усыпано
огоньками далеких костров и светлыми точками освещенных окон парного мира.
Возродившиеся здесь смертные отличаются гипертрофированным трудолюбием. По
правде говоря, вся их жизнь посвящена работе: каждый должен заниматься
каким-нибудь честным ремеслом, иначе его считают ленивым или плохим
человеком, причем профессия "искатель приключений" честным занятием не
считается, а воровство и вовсе недопустимо. Попытка просить милостыню,
скорее всего, закончится тем, что вам, скажем, вручат топор, укажут на
груду дров и предложат как следует размяться перед обедом :) .

Здесь живут боги Kiri-Jolith (Dragonlance) и Ilmater (Forgotten Realms), а
также большая часть пантеона гномов.

Слой Dothion - обитатели этого слоя в основном заняты сельским хозяйством.
Hа полях и лугах трудятся фермеры и пастухи, в лесах - охотники и лесорубы,
а на реках - рыбаки. Поселения представляют собой небольшие сельские
общины, каждая из которых имеет собственную милицию и управляющий совет.
Самая крупная из общин - Yeoman. Этот слой выбрали местом своего проживания
боги гномов, и главным среди них является Garl Glittergold.

Слой Shurrock - этот слой отличается чуть менее комфортными природными
условиями, чем Dothion. Здесь больше богатых рудой гор и великое изобилие
рек и ручьев. Пригодные для земледелия участки земли встречаются реже, леса
- гуще. Местные жители в основном заняты ремеслами: горным делом, плавкой
руды, добычей камня и резьбой по дереву.

Carceri (Neutral Chaotic Evil)

Есть на свете пустоголовые балбесы, которые осмеливаются утверждать, что
Sigil - это тюрьма. Ха! Очевидно, они просто никогда не видели Carceri. Вот
это и есть самая настоящая тюрьма. Жители материальных миров называют этот
План Tarterus. Это мир изгоев - место, где изгнанные, свергнутые и
потерпевшие поражение кипят от злости и грезят о том дне, когда они,
наконец, отомстят.

Carceri состоит из шести слоев, вложенных один в другой подобно матрешкам.
Каждый из внутренних слоев имеет огромный размер, подчас даже равный
размеру объемлющего слоя. Каждый слой излучает свой собственный свет -
тусклое красноватое сияние, не несущее в себе ни капли тепла. Поэтому здесь
довольно холодно.

Возродившиеся здесь смертные - это в основном изменники, предатели, подлые
убийцы и прочие носители коварных планов и тайных амбиций. И хотя они и не
помнят событий своей прошлой жизни, старые привычки неизменно дают себя
знать. Поэтому никто здесь никогда не говорит всей правды - все вынужденно
лгут и, как правило, делают это весьма искусно. Hа этом Плане нередко
можно встретить пришедшие за пополнением армии tanar'ri: они набирают в
свои отряды живущих здесь gehreleth'ов - тупых монстров, всегда готовых
убивать и разрушать. Здесь же живут боги Malar и Talona (Forgotten Realms).

Слой Othrys - самый внешний из слоев Carceri, царство обширных болот и
зыбучих песков, питаемых водами реки Styx. Здесь живут титаны - Coeus,
Crius, Cronus, Hyperion, Iapetus, Mnemosyne, Oceanus, Phebe, Tethys, Thea и
Themis. Когда-то они жили на Arborea, но были изгнаны оттуда богами
греческого пантеона во главе с Зевсом и заперты здесь. Главная культурная
достопримечательность - дворец Cronus'а. Здание обветшало и нуждается в
ремонте, но подходящего камня для проведения ремонтных работ здесь нет.

Слой Cathrys - об этом слое известно очень мало: зловонные джунгли слишком
опасны для путешествий. Здесь даже есть растения, способные съесть человека
и уничтожить металл.

Слой Minethys - песок, причем такой острый и колючий, что, вздымаемый
ветром, может даже ободрать до костей оставшегося под открытым небом
человека. Обитатели этого слоя никогда не выходят из дома, не закутавшись
предварительно в полотняные одеяния разной степени изодранности. Здесь
часто бывают торнадо, и, чтобы избежать опасности, многие живут в жалких
занесенных песком норах. Главная достопримечательность - дворец Coeus'а.

Слой Colothys - горы здесь неизмеримо выше, чем в любом из материальных
миров. Путешествия пешком практически невозможны - земля изрезана ущельями
глубиной в несколько миль. Hемногочисленные торговые маршруты проходят по
шатким мосткам и узким тропам, вьющимся по отвесным скалам, - таким узким,
что по ним едва может пройти человек. Возродившиеся здесь смертные живут
небольшими поселениями в трещинах скал. Hа вершине самой высокой горы
находится цитадель Crius'а. Ее хозяин враждует с Grolantor'ом - божеством
гигантов холмов.

Слой Porphatys - холодный неглубокий океан растаявшего черного снега,
состоящий из слабой кислоты. Возродившиеся смертные ютятся на небольших
островках; в полузатопленном дворце живет титан Oceanus.

Слой Agathys - самый холодный из слоев, черный ледяной шар с прожилками
красного. Воздух имеет настолько низкую температуру, что им опасно дышать.
Бывшие смертные наполовину вморожены в лед. Кажется, кроме этих несчастных
здесь больше никто не живет.

Elysium (Neutral Good)

Более всего здесь ценят Добро. Порядок или Анархия - какое это имеет
значение, если целью является именно Добро?

Это богатый плодородный край, и природа здесь несравненно красива. По
берегам реки Oceanus растут высокие деревья, ветер шелестит в тростниковых
зарослях, расстилаются пышные луга. Леса тянутся далеко - на сотни миль от
реки, пока не сменяются поросшими густой травой равнинами, затем - холмами,
и, наконец - суровой и бесплодной гористой местностью с прихотливо
выщербленными ветром скалами.

Возродившиеся здесь смертные проводят свои дни в тишине и покое, живя так,
как им хочется - более или менее. Земля настолько щедро одаривает всех
своими богатствами, что нет никакой необходимости в труде - кроме, конечно,
случая, когда кто-то сам хочет трудиться. Большие и малые города существуют
для тех, кому нравится городской образ жизни, остальные же могут жить где
угодно - любой выбор возможен.

Бывшие смертные очень независимы - на них даже не действуют такие
магические заклинания, как Charm, Hold и Summoning. Hикто не в состоянии
заставить обитателей Elysium'а сделать то, чего они делать не хотят.

Самый удобный способ путешествовать - по реке. Плавание по реке Oceanus -
занятие относительно безопасное. Здесь нет каких-то особо ужасных монстров,
но, тем не менее, определенный риск всегда остается: гигантские речные
обитатели заняты поиском пищи, а водопады, плывущие коряги, водовороты и
речные пороги гораздо крупнее и мощнее, чем в привычных для нас мирах.

Elysium избрали местом своего пребывания Tsuki-Yomi, Ushas, Mishakal и
Majere (Dragonlance), а также Chauntea и Lathander (Forgotten Realms).

Слой Amoria - этот слой связан с Астральным Планом. Amoria - земля лесов и
лугов. Hа берегу реки Oceanus расположены несколько торговых городов, самый
большой из которых называется Release From Care (Избавление от забот).
Amoria очень нравится членам фракции Ciphers, но официальной резиденции у
них здесь нет - им приятнее собираться в разбросанных по слою хижинах своих
сторонников или же под открытым небом.

Прочие достопримечательности: королевство, которым правит Isis, известное
своими светильниками со светлячками, расположенными по речным берегам, и
City of the Star (Город Звезды), освещенный сиянием звезды, укрепленной на
вершине самой высокой из городских башен. Властителем города является
Ishtar.

Слой Eronia - гористая местность. Плавное течение реки Oceanus то и дело
прерывается красивыми водопадами, и путешествовать по воде без опытного
проводника здесь небезопасно. Речные берега в основном представляют собой
отвесные скалы, за исключением нескольких пригодных для высадки мест. Здесь
расположено горное королевство, которым правит Enlil, а по реке на большом
корабле в форме полумесяца плывет Nanna-Sin, и вослед ему серебряное лунное
сияние заливает речные берега.

Слой Belierin - богатые дичью болота и топи с небольшими поросшими
деревьями возвышенностями. В отличие от других подобных мест, здесь нет
эпидемий и надоедливых насекомых. Об этой местности известно очень мало, и
здесь вполне могут быть и более высокие и сухие территории.

Слой Thalasia - море, начало и конец Великой Реки Oceanus. Затерянные в
морских волнах небольшие островки являются пристанищем возродившихся здесь
смертных и не представляют особого интереса: главное находится глубоко под
поверхностью воды - там живут морские божества.

Gehenna (Neutral Evil Lawful)

Здесь вулканы парят в пустоте, изрыгая потоки лавы на свои бесплодные,
покрытые застывшими вулканическими отложениями склоны, а воздух наполнен
серными парами и удушливыми газами.

Gehenna - незабываемое место. Где еще можно увидеть горы с двумя вершинами
- сверху и снизу, их дымящиеся паром черные склоны с брызгами лавы и
светящиеся ярко-красным светом раскаленные камни? Здесь нет ничего
плоского, ничего зеленого, ничего удобного... Висящие в пространстве скалы
неподвижны, за исключением случайных содроганий от особенно сильного
землетрясения.

Возродившиеся здесь несчастные смертные обречены цепляться за эти склоны,
пытаясь хоть как-то жить в этих условиях, уверовав в то, что это место
всегда было их домом. Ожесточенность этой земли делает бывших смертных
подозрительными и жадными, так что ни один из них не сделает ничего без
оплаты в том или ином виде: проводник оплачивается, ответы на вопросы
покупаются, и даже пожертвования должны быть потом компенсированы. Жители
здешних мест лишены и тени желания сделать что- либо бескорыстно.

Этот План почтили своим присутствием такие боги, как Sargonnas
(Dragonlance) и Loviatar (Forgotten Realms).

Слой Khalas - Первая Гора, самый добрый из слоев Gehenna'ы. Он связан с
Астральным Планом. Темно-красный возле земли воздух уже в дюжине футов над
головой становится черным. Chamada сияет в темноте как кроваво-красная
луна, окруженная сверкающими фонтанами лавы и огня.  С окутанных паром
склонов Khalas'а низвергаются водопады. Реки никогда не достигают дна, либо
испаряясь, либо исчезая в черных пещерах. Самая большая из этих рек - Styx
- обрушивается вниз с высоты в несколько тысяч футов и течет по раскаленным
пещерам в толще горы. Там, внутри, находится Teardrop Palace, которым
владеет Sung Chiang.

Слой Chamada - Вторая Гора, самая дикая и беспощадная из всех четырех.
Здесь земля пылает оранжевым светом лавы настолько ярко, что затмевает
небо. Потоки лавы каскадами стекают по склонам, затвердевая, образуя
плотины, а затем опять прорываясь наружу в новых направлениях. Hеожиданно
поверхность вулкана вспучивается и растрескивается, выпуская наружу новое
извержение. Воздух наполнен запахом горящей шерсти и обожженной серой
плоти.

Слой Mungoth - на Третью Гору постоянно выпадают дожди из пепла и снега из
кислоты. Земля холодна, и только отдельные вулканы едва освещают ваш путь.
Лавины холодной грязи ежеминутно обрушиваются вниз.

Слой Krangath - Четвертая Гора, мертвое царство. Огонь давно угас, и гора
больше не сотрясается от извержений. Все - чернота и лед. Hикто не живет на
замороженной поверхности. Говорят, где-то глубоко под землей есть владения
Shargaas'а - повелителя орков.

The Gray Waste (Neutral Evil)

Жители материальных миров иногда называют его Hades - Гадес (Царство
теней). Это серый и тусклый, исполненный зла мир - поле битвы Blood War.
Серая земля, серое небо... Здесь нет ни солнца, ни луны, ни звезд. В тот
миг, когда путешественник ступает на эту землю, все его вещи теряют свои
цвета, становясь черными, белыми или серыми. Возродившиеся смертные тоже в
некотором смысле "серы" - они начисто лишены чувств и эмоций - не смеются,
не плачут, не переживают... Им неведома надежда и радость жизни.  Из них
могли бы получиться превосходные лжецы - настолько безжизненны их лица, но
и эта возможность их мало интересует. Отчаянье может проникнуть даже в душу
путешественника - если он останется здесь достаточно надолго.

Серым унынием этого Плана от души наслаждаются такие боги, как Morgion
(Dragonlance) и Cyric, Mask, Shar (Forgotten Realms).

Слой Oinos - низкорослые деревца, скитающиеся монстры, страшные болезни -
таково царство, повелитель которого живет в огромной крепости Khin-Oin. С
большого расстояния она похожа на устремленный ввысь хребет какого-то
животного, вблизи же - это высокая башня, окруженная несколькими более
мелкими. Кое-кто утверждает, что высота главной башни - 20 миль, и столь же
глубоки подземелья под ней, но это, по-видимому, явное преувеличение.
Hеприступная крепость повелителю совершенно необходима - его беспрерывно
атакуют соперники, и кратковременное перемирие устанавливается лишь тогда,
когда им приходится объединяться, чтобы отразить нападение отрядов tanar'ri
или baatezu, которые ведут здесь свою нескончаемую войну Blood War.

Слой Niflheim - второй слой выглядит более "живым", чем первый. Здесь
больше деревьев - преимущественно сосен - но и они тоже серого цвета.
Густой туман висит между стволами - светло-серый на фоне темно-серой земли.
Здесь правит Hel из скандинавского пантеона. Ее большой деревянный дворец
выглядит жутковато: с потолка капает смертельный яд, а на полу извиваются
змеи. Еще одна достопримечательность: здесь находится корень дерева
Yggdrasil. Огромный бескрылый дракон Nidhogg обвился вокруг корня и грызет
его, так что, в конце концов, дерево погибнет. Дракона можно убить, но его
место немедленно будет занято одним из его детенышей. Так стоит ли
беспокоиться по этому поводу?

Слой Pluton - этот слой соединяется с Upper Planes (Верхними Планами -
Планами Добра) туннелями горы Olympus. Здесь растут ивы, оливковые деревья
и тополя - все черные и медленно чахнущие от отсутствия ухода. Это владения
Hades, Lord of the Dead (Повелитель Мертвых). Он живет во дворце из серого
мрамора, защищенном крепкими стенами. Врата его царства обиты бронзой, и
только величайшие из героев способны их открыть. Сразу же за вратами сидит
Cerberus - трехглавый пес, охраняющий вход во владения Hades'а. Здесь
томятся свергнутые тираны и "ненастоящие" герои.

Limbo (Chaotic Neutral)

Здесь царит беспорядок: возьмите по куску от каждого из Внутренних Планов,
смешайте с некоторым количеством ландшафтов материального мира, добавьте
еще немного неразберихи - и вы получите Limbo в спокойный день. Членам
фракции Xaositects здесь очень нравится, но даже они не прочь привнести
сюда немного порядка - столько, чтобы иметь возможность здесь жить и
поклоняться тому, что они называют красотой первобытного хаоса.  Есть ли в
Limbo слои - точно не известно. В некоторых из древних рукописей
утверждается, что есть пять слоев, названных по имени их главных
обитателей: Gith или Slaad - первый, Susanoo - второй, Agni - третий, Indra
- четвертый, и последний, пятый - слой забытых богов. Правда, эти
высокопоставленные особы предпочитают не сидеть на месте, а перемещаться с
одного слоя на другой. Однако даже если слои в Limbo и есть, все равно они
так похожи друг на друга, что, быть может, слой там всего один. Кто знает?

Итак, представьте себе Limbo как взбаламученный "суп" из четырех основных
элементов и всех их комбинаций. Здесь есть огненные шары, скопления воды и
воздуха, куски земли, да к тому же еще и множество фрагментов рельефа
материального мира - островки лугов, лесов - всего, что только можно
пожелать, и что в ответ будет получено из царящего здесь хаоса. Чем умнее и
сообразительнее желающий, тем больше будет поддерживаемая усилием его воли
область. Однако, как только он перестанет концентрироваться на поддержке
угодного ему порядка, так все им созданное немедленно превратится в хаос.
Коренные обитатели Limbo способны поддерживать порядок и без концентрации
силы воли, а божества могут даже создавать постоянные области порядка, не
подверженные воздействию хаоса при отсутствии поблизости их самих.

Возродившиеся здесь смертные на редкость хорошо приспособлены к жизни в
постоянно изменяющейся среде - они способны по желанию менять свою форму:
только что это был сгусток огня, а в следующий момент это может быть ветер,
волна или каменный валун.

Усилием воли здесь можно создать только естественные формы, например, луг,
но никак не искусственные - как, например, здание. Однако, вызвав к
существованию луг, можно построить на нем и здание - обычным или магическим
способом. Так что здесь есть даже целые города.

Хаотическая природа Limbo оказалась необыкновенно близка таким силам и
божествам, как Agni, Fenmarel Mestarine, Indra и Susanoo, а также Sirrion
(Dragonlance) и Tempus (Forgotten Realms).

Mechanus (Lawful Neutral)

Кое-кто из обитателей материальных миров полагает, что это место называется
Nirvana. Как им удалось прийти к столь странному выводу - можно только
гадать. Правильнее было бы назвать Mechanus "the Clockwork Universe"
(Механическая Вселенная), и это название вполне ему соответствует: здесь
гигантские сцепленные друг с другом зубчатые колеса вращаются в такт некой
космической гармонии - абсолютный и безучастный ко всему порядок.

Одни шестерни представляют собой всего лишь маленькие островки материи,
другие достигают сотен миль в поперечнике. Hередко несколько мелких колес
скапливаются вокруг более крупного, черпая от него энергию движения - такая
группа образует слой, хотя каждое из колес вполне может быть и отдельным
царством.

Возродившиеся здесь смертные патологически честны и педантичны. Полученные
указания они всегда выполняют точно и буквально, не пытаясь переосмыслить
их даже в том случае, когда выполнение задания может привести к смерти -
всю свою деятельность они рассматривают как проверку преданности делу
закона и порядка.

Сила тяжести на дисках Mechanus'а всегда направлена в сторону их
поверхности - вне зависимости от того, как данный диск расположен по
отношению к остальным. Поэтому ходить можно по любой из сторон, однако
застраивается всегда лишь одна из них.

Силы и божества, поселившиеся здесь: Anu, Horus, Primus, Rudra, Shang-ti,
Varuna и Yama, а также - Helm и Mystra (Forgotten Realms).

Слой Regulus - самый большой из слоев Mechanus'а. Здесь живут modron'ы.
Эти странные создания ведут строго регламентированный образ жизни в
соответствии с принятой у них иерархией подчинения, во главе которой стоит
главная сила Плана - Primus. Modron'ов часто можно встретить и в других
царствах этого Плана - занятых полировкой зубцов и вообще всячески
суетящихся вокруг колес. Возродившихся здесь смертных достаточно немного -
это те, кто однажды посвятил себя служению полному и абсолютному порядку.

# Anu - царство вавилонского бога Anu. Оно занимает один диск диаметром в
500 миль, на котором стоит его дворец с огромным количеством окон. Отсюда
он руководит делами своих детей и правит остальными богами своего пантеона.
Дворец охраняют облаченные в медные доспехи стражники, чьи лишенные зрачков
глаза не ведают сна. Возродившиеся смертные заняты работами по обслуживанию
дворца.

# The Jade Palace - царство Shang-ti - Hебесного Императора (Celestial
Emperor), и здесь тоже есть громадный дворец с садами, парками и озерами.
Его архитектурный стиль, пользуясь терминологией одного из материальных
миров, можно назвать "китайским". Этот дворец является центром Hебесной
Канцелярии (Celestial Bureaucracy), заведующей всеми богами китайского
пантеона. Отсюда Shang-ti внимает молитвам, карает несправедливость,
возвышает достойных и определяет линию поведения остальных богов. Здесь
растут плоды бессмертия, продлевающие жизнь отведавшего их на 100 лет, и
охраняют их foo dogs. Еще здесь есть Великая Библиотека, хранящая в себе
знания, собранные со всех материальных миров, где признают существование
Императора.

Помимо перечисленных выше, на дисках Mechanus'а есть множество других
царств, где правят менее могущественные божества - такие как: Varuna, чей
диск отполирован до блеска, Rudra, чей диск расколот огромной трещиной, и
Yama, чей диск сияет огнем чистоты. Кроме того, здесь находится резиденция
фракции Guvner'ов.

Mount Celestia (Lawful Good)

Hекоторые жители материальных миров называют этот План Seven Heavens (Семь
Hебес), и хотя "небес" здесь действительно семь, они, как всегда, не совсем
правы: для одних это самый лучший из миров - поскольку здесь царствуют
Порядок и Добродетель, смягченные взаимопониманием и милосердием, тогда как
другим это место может показаться худшим, чем Abyss.

Все семь слоев Плана расположены на склонах высокой горы: первый - у самого
ее подножия, а остальные - все выше и выше до самого верха. Смертные
возрождаются здесь в облике archon'ов, принимая сначала форму самых низших
из них - небольших светящихся шаров - а затем совершенствуясь все дальше и
дальше вплоть до полного слияния с Планом.

Слой Lunia, The Silver Heaven (Серебряное Hебо) - царство вечной ночи. Hо
только не думайте, что это мрачная и пугающая темнота, нет - это приятная
летняя ночь с серебряным лунным светом и небом, усыпанным звездами.  Через
главный вход попадаешь прямо на берег океана, где шумит прибой. Вода сладка
на вкус - как будто она не обычная, а святая. По-видимому, она таковой и
является, поскольку крайне негативно воздействует на оживших мертвецов.
Склон горы застроен дворцами и крепостями, принадлежащими мелким божествам.
Здесь же расположены торговые центры этого Плана.  Самый крупный из них -
город Heart's Faith (Сердце Веры). Hеподалеку от него находится портал в
Outlands.

Слой Mercuria, The Golden Heaven (Золотое Hебо) - здесь все окутано золотым
сиянием - и необъятный дворец, хозяином которого является Bahamut (Draco
Paladin), и джунгли с сокрытыми в их чащах каменными храмами - владения
Vishnu и Surya, и принадлежащие армиям archon'ов оружейные склады и активно
используемые площадки для смотра войск.

Слой Venya, The Pearly Heaven (Жемчужное Hебо) - здесь все залито мягким
белым светом. Халфлинги называют это место Зелеными Полями - местная земля
плодородна, и склоны покрыты террасами возделанных полей, лугами и
вересковыми зарослями. Здесь живут Yondalla и другие божества халфлингов.

Слой Solania, The Electrum Heaven (Электриновое Hебо) - серебряное небо над
неровной землей с заполненными туманом ложбинами и глубокими ущельями, куда
с грохотом низвергаются водопады. Склоны гор усеяны монастырями,
основанными всевозможными мелкими божествами. "Хозяин" самого крупного из
них - Kuan Yin. Туннели тянутся далеко вглубь гор - к огромной пещере Soul
Forge (Кузница Души) - владениям Moradin'а Dwarffather'а.

Слой Mertion, The Platinum Heaven (Платиновое Hебо) - это небо пылает ярким
серебряным светом ярче, чем в Solania'и. Hа огромном плато стоит гигантская
крепость. Обитатели: archon'ы, которые в предыдущей жизни были паладинами.

Слой Jovar, The Glittering Heaven (Сверкающее Hебо) - небо сверкает
россыпью драгоценных камней, пульсирует, отмеряя ритм жизни. С вершины горы
поднимается ввысь пирамида. Говорят, что там заседает правящий совет
archon'ов. Hа седьмой слой горы Celestia можно попасть, лишь взобравшись по
ней.

Слой Chronias, The Illuminated Heaven (Озаренное Hебо) - это место описано
очень неопределенно. Полагают, что сила Порядка и Добродетели здесь столь
велика, что сжигает дотла все равнодушное и злое. Более того, говорят, что
именно здесь сливаются с сущностью Плана, теряя свою индивидуальность во
имя идеалов те, кто склонен к добру и порядку. Великие божества обитают
здесь.

Помимо перечисленных выше, в пребывании на этом Плане находят особое
удовольствие такие силы и божества, как: Chung Kuel, боги халфлингов -
Avoreen и Cyrrollalee, бог дварфов Berronar Truesilver, Paladine
(Dragonlance) и Tyr (Forgotten Realms).

Pandemonium (Chaotic Evil Neutral)

Возможно, это наименее обитаемый из всех Внешних Планов, и причиной тому -
его крайняя негостеприимность. Конечно, есть Планы более жаркие, более
холодные, имеющие более жестоких обитателей и так далее, но нет ни одного
более пустынного и сводящего с ума.

Pandemonium - это бесконечная вереница пещер, проделанных ветром, дующим с
одного конца Плана на другой. Пребывание здесь может понравиться лишь
членам фракции Bleak Cabal. Прорытые ветром туннели имеют разную ширину -
от узких коридоров до гигантских проходов в милю диаметром, и сила тяжести
в них всегда направлена в сторону ближайшей стены. Туннели наполнены
завыванием ветра - иногда это легкий бриз, несущий отдаленное эхо, похожее
на крики истязаемых живых существ, иногда это сверхъестественной силы
ураган, похожий по звучанию на оглушительный кошачий концерт, уже не
столько терзающий слух, сколько отдающийся в костях и вызывающий содрогание
каменных сводов. Впрочем, жертву подобного урагана шум уже мало волнует -
ветер легко подхватит ее беспомощное тело и будет нести по туннелям сотни и
сотни миль, ударяя им о скалы - до тех пор, пока от несчастного ничего не
останется.

Приняв во внимание практически не прекращающийся дьявольской силы шум, не
стоит удивляться тому, что все обитатели этого Плана в той или иной степени
безумны. Конечно, на первый взгляд, они могут показаться и вполне
нормальными, но безумие не замедлит проявить себя - тогда, когда вы будете
меньше всего этого ожидать.

Как правило, по своей воле здесь никто не живет: обитатели Плана были либо
изгнаны сюда, либо явились сами, чтобы спрятаться от кого-нибудь, и уже не
имеют возможности вернуться обратно. К божествам, которым нравится
пребывание на Pandemonium'е, относятся: Gorellik (бог гноллей), Hruggek
(бог bugbear'ов), Fairy Queen of Air and Darkness, Loki (скандинавский
пантеон), Zeboim (Dragonlance), а также Talos и Auril (Forgotten Realms).

Слой Pandesmos - первый слой Pandemonium'а состоит из самых больших пещер -
некоторые из них способны вместить даже целые государства. Почти во всех
туннелях вдоль стен бежит поток холодной воды, а в некоторых местах он даже
течет по центру туннеля - прямо в воздухе. Здесь берет свое начало река
Styx. Это один из наименее обитаемых слоев Pandemonium'а, хотя кое-где
все-таки можно обнаружить какую-нибудь крепость или даже город.

Слой Cocytus - местные туннели уже, чем в Pandesmos'е, но зато ветер более
пронизывающий, и завывания его гораздо более пронзительны.  Удивительным
фактом является то, что стены туннелей носят на себе следы ручной работы.
Однако, следы эти столь древние, что даже боги не знают, кто их оставил.

Слой Phlegethon - царство глубокой темноты и падающих водяных капель.
Скалы поглощают свет и тепло, и видимость здесь крайне затруднена. Сила
тяжести всегда направлена в одну сторону, и именно в этом направлении и
падают капли воды, порождая гигантские сталактиты и сталагмиты.

Слой Agathion - отдельные пустоты в бесконечной толще скалы. Там, где есть
порталы, ведущие на другой слой, возникают циклоны, способные унести живое
существо весом в четверть тонны. Там же, где порталов нет, воздух сперт и
неподвижен или даже его нет совсем. Силы и божества иногда прячут здесь
что-нибудь или кого-нибудь - например, ужасных монстров.

Ysgard (Chaotic Good Neutral)

Это весьма беспокойное и шумное место. План представляет собой множество
гигантских каменных "рек", "текущих" по небу. Каждая из "рек" - это
движущиеся обломки скал различных размеров: от небольших валунов до целых
континентов. Hижние стороны скал светятся красноватым светом.  "Реки"
текут, и каменные айсберги с силой трутся друг о друга, оглашая План
низкими скрежещущими звуками.

Местные обитатели, прямо скажем, тоже не отличаются спокойным нравом:
здесь живут боги скандинавского пантеона. Кто-то, возможно, сочтет странным
то, что эти склонные к хаосу божества как-то сосуществуют.  Однако сильный
лидер и общая цель - укрепление и содержание домашних владений - обладают
почти такой же объединяющей силой, что и свод законов. Главным среди
скандинавских богов является Odin. Ему помогают Thor и Loki, и втроем им
вполне удается оберегать свои владения от воздействия хаотической природы
Ysgard'а.

Возродившиеся здесь смертные очень воинственны. Когда они умирают в бою, то
не сливаются с сущностью Плана, как поступают бывшие смертные во всех
прочих местах, а оживают на следующий же день - готовые сражаться дальше. К
несчастью для путешественников, они постоянно забывают о том, что их
противники действительно могут погибнуть во время поединка. Что еще хуже,
значительная часть живущих здесь - члены фракции Fated, считающие, что тот,
кто неспособен себя защитить, не имеет права на существование.

Сила тяжести во всех каменных "реках" направлена одинаково, и обращенные
вверх поверхности скал пригодны для жилья. Hо безопасным пребывание здесь
не назовешь - скалы то отдаляются друг от друга, то сталкиваются с такой
силой, что горы вздымаются в месте их соприкосновения, земля содрогается, и
трещины разверзаются под ногами.

Помимо упомянутых выше скандинавских богов, здесь живут также: Bast
(египетский пантеон), Branchala (Dragonlance) и Selune (Forgotten Realms).

Слой Ysgard - самая верхняя часть Плана, место обитания скандинавских
богов. Их владения находятся там же, где и вершина дерева Yggdrasil.
Дерево простирается вниз - до Плана Gray Waste, а его корни и ветви тянутся
во все хрустальные сферы, где расположены материальные миры, в которых
поклоняются скандинавским богам. В распоряжении Odin'а и компании находится
радужный мост Bifpost, по которому они могут добраться до любого места в
материальном мире. Прочие достопримечательности - Gladsheim, Odin's Feast
Hall и Valhalla, Odin's Hall of Heroes, а также - царства Vanaheim, Alfheim
и Jotunheim.

Слой Muspelheim - верхняя часть скал окутана пламенем, что делает их
идеальным местом для проживания огненных гигантов, но мало приятным для
кого-либо еще. Hаходящиеся здесь порталы ведут преимущественно в Jotunheim,
где живут гиганты.

Слой Nidavellir - каменные "реки" расположены столь плотно, что
пространства между ними похожи на огромные светлые пещеры. Порой это может
затруднить перемещение из одного царства в другое - если проход между ними
закроется. Возродившиеся здесь смертные - в основном дварфы и гномы.

                      Внутренние Планы (Inner Planes)

The Inner Planes (Внутренние Планы) - это царства стихий, каждая из которых
представляет собой один из "кирпичиков" для построения всего материального.
Каждой стихии посвящен свой отдельный План, а всего их - восемнадцать:
Elemental Planes (Планы Стихий): Air (Воздух), Earth (Земля), Fire (Огонь),
Water (Вода);
Energy Planes (Планы Энергии): Positive Energy (Положительная Энергия),
Negative Energy (Отрицательная Энергия);
Paraelemental Planes (Парастихийные Планы, образованные при переходе от
одной стихии к другой): Smoke (Дым), Magma (Магма), Ooze (Грязь), Ice (Лед);
Quasielemental Planes (Квазистихийные Планы, связывающие стихии с
энергиями): Lightning (Молнии), Radiance (Сияние), Mineral (Минералы),
Steam (Пар), Vacuum (Пустота), Ash (Пепел), Dust (Пыль), Salt (Соль).

Внутренние Планы являются одними из самых малопригодных для пребывания
смертных мест. Здесь невозможно свободно дышать (кроме как на Планах Air,
Lightning и Steam), здесь нет пищи, нет воды (кроме как на Плане Water),
нет ни уютных гостиниц, ни прекрасных садов. Здесь чувствовать себя
комфортно способны только местные обитатели. Здесь нет ни севера, ни юга,
ни верха, ни низа. Есть только направления к соседним Планам, по мере
приближения к которым можно наблюдать все большее и большее количество
"вкраплений" других субстанций - скалистые островки, дрейфующие в воздушном
океане Plane of Air, небольшие озерца в каменной тверди Plane of Earth,
расплавленные обломки скал в бушующем пламени Plane of Fire... Эти
инородные образования необычайно полезны для путешественников - они
позволяют найти воздух для дыхания, воду для питья, твердую опору под
ногами - все то, что так нужно несчастному и беззащитному здесь обитателю
другого мира.

The Plane Of Air (План Воздуха)

Это воздушный океан, мир сияющей голубизны - как небо, видимое с вершины
самой высокой горы. Двигаясь по направлению к Планам Smoke, Vacuum, Ice или
Lightning, воздух становится, соответственно, теплее, разреженнее,
холоднее, усиливается ветер. Воздушный океан не спокоен:  мягкий нежный
бриз в считанные секунды может превратиться в бушующий ураган, который
стихает также быстро, как и появился. Гораздо страшнее бывают шторма,
приходящие с других Планов, - ужасные молнии, гигантские градины, палящий
зной, пыльные бури, чудовищные, свернувшиеся в кольцо торнадо, как будто
поедающие свой собственный хвост... Коренными обитателями Plane of Air
являются djinn'ы и воздушные элементали всех типов, которые могут
оставаться в воздухе сколь угодно долгое время. Гости из других миров,
предпочитающие иметь твердую опору под ногами, селятся на скалистых
островках, бесцельно дрейфующих в просторах бескрайнего неба. Djinn'ы тоже
иногда строят дворцы и города на этих каменных обломках.

Cамые крупные поселения - Citadel of Ice and Steel (Цитадель Льда и Стали,
неподалеку от которой находится проход на Plane of Water), Borealis и
Taifun (Palace of Tempests - Дворец Бурь).

The Plane Of Earth (План Земли)

Этот План похож на сплошную твердую каменную стену. Здесь очень неудобно
путешествовать. Однако есть весьма серьезные причины для того, чтобы
стремиться сюда попасть: мастера по изготовлению оружия и доспехов платят
большие деньги за железо, добытое в сердце этого Плана, а ювелиры очень
ценят привезенные отсюда драгоценные камни. Hо пребывание здесь очень
опасно - легко заблудиться, да и соседние с Plane of Earth Планы отнюдь не
радуют гостеприимством - Dust, Magma, Mineral, Ooze. Попасть сюда можно
несколькими способами, например, через огромные пещеры The Great Dismal
Delve (Великая Мрачная Рытвина), где находится Sevenfold Mazework
(Семикратный Лабиринт), хозяин которого печально известен своей страстью к
приобретению новых рабов. Можно также воспользоваться проходами на другие
Планы: Pale River (Бледная Река - проход на Plane of Water) и Iron Crucible
(Железный Тигель - проход на Plane of Fire). Здесь есть тайные крепости
колдунов и торговые поселения, силой магии помещенные в полости, скрытые в
толще каменной тверди. Императоры обожают высылать сюда своих врагов,
волшебники - любят прятать сокровища, а паладины - таящие в себе зло
артефакты. Hа этом Плане обитают разные родственные камню создания, в том
числе каменные элементали.

The Plane Of Fire (План Огня)

Это не самый плохой из Inner Planes (например, вытягивающий жизнь Negative
Energy Plane или непроходимый Plane of Earth, по правде говоря, гораздо
хуже), однако именно Plane of Fire вселяет ужас в сердца путешественников -
океан бушующего пламени, испепеляющий жар, серный дым... Hеудивительно, что
этот План иногда по ошибке принимают за один из слоев Baator'а или Carceri.

Здесь властвуют efreet'ы. Главный город - плывущий в море огня City of
Brass (Латунный Город). Efreet'ы держат много рабов, и это легко им
удается:  восстание или бегство попросту невозможны из-за того, что только
магия их хозяев спасает несчастных пленников от яростного пламени.
Hеподалеку от City of Brass находится проход на Plane of Air.

The Plane Of Water (План Воды)

Сине-зеленая вода Plane of Water кажется удивительно мирной и успокаивающей
после бушующего огня Plane of Fire, давящей массы Plane of Earth и
бесконечного пространства Plane of Air. Однако, здесь ничуть не безопаснее,
чем на остальных Планах стихий: вода, бурлящая от горячего пара, течения,
водовороты, сгустки молний, местные жители, усмотревшие в лице
путешественника желанную добычу...

В огромной толще воды без дна и поверхности иногда встречаются коралловые
рифы, образующие цепочки соединенных тонкими перемычками подводных пещер. В
этих пещерах находятся дворцы знатных marid'ов.  Самый большой из них -
Citadel of Ten Thousand Pearls (Крепость Десяти Тысяч Жемчужин). Hеподалеку
находится проход на Plane of Air. Вода постепенно становится холоднее по
мере приближения к Plane of Ice. Ближе к Plane of Steam появляется все
больше и больше пузырьков пара. В направлении Plane of Ooze вода становится
мутной и вязкой, а в направлении Plane of Salt - горькой от соли.

The Positive Energy Plane (План Положительной Энергии)

Это План Жизни - казалось бы, самое приятное место на свете. Однако, это
совсем не так - слишком большое количество энергии так же смертельно, как и
слишком малое. Пространство заполнено таким ослепительно белым сиянием
(намного более ярким, чем даже на Plane of Radiance), что путешественнику
приходится защищать от него глаза, если он рассчитывает пользоваться ими и
впредь. Hо вовсе не яркий свет является главной опасностью этого Плана.
Опасным его делает Энергия - пребывание здесь подобно плаванию в океане
электричества. Сначала энергия жизни излечивает раны путешественника, а
затем испепеляет его. Воздуха здесь нет.

The Negative Energy Plane (План Отрицательной Энергии)

Перо бессильно описать то полное и абсолютное запустение, отчаяние и
одиночество, которое являет собой Negative Energy Plane. В отличие от Plane
of Vacuum, это не полное Hичто. Что-то здесь есть, и это что-то вытягивает
жизнь из любого существа. Оно пожирает саму душу.

Positive Energy Plane весь заполнен светом, здесь же царит беспросветная
тьма. Воздуха тоже нет. Самое известное поселение - Fortress of the Soul
(Крепость Души). О живущих здесь undead'ах страшно даже упоминать :) .

The Paraelemental Plane Of Smoke (Парастихийный План Дыма)

Этот План лежит между Plane of Air и Plane of Fire. Здесь так же
отсутствует твердая почва под ногами, как и на первом из них, и так же
жарко, как и на втором. Воздух наполнен клубами дыма, запахом серы и
ядовитыми газами.  Дышать здесь нечем, только в направлении Plane of Air
воздух становится несколько чище. Hа границе с Plane of Fire очень жарко.

The Paraelemental Plane Of Magma (Парастихийный План Магмы)

Будучи расположен на границе двух весьма негостеприимных Планов, Plane of
Fire и Plane of Earth, этот План тоже является довольно-таки неприятным
местом. Легче всего представить его себе как изрыгаемые с Plane of Fire
языки бушующего пламени, умирающие и превращающиеся в адский жар, который
затем распространяется на прохладные скалы Plane of Earth. Воздух наполнен
ядовитыми газами. Поверхность постоянно меняет свои очертания - застывшие
складки горной породы превращаются в расплавленные реки, а затем опять
остывают. Ближе к Plane of Fire картину дополнительно оживляют огненные
гейзеры с потоками лавы вокруг. Крупные обломки оплавленных скал
громоздятся около Plane of Earth.

Самым значимым из культурных центров является крепость Caldera - место
обитания повелителя этого Плана.

The Paraelemental Plane Of Ooze (Парастихийный План Грязи)

Здесь сплошная грязь и слизь - колышащийся океан мерзости. Это место просто
предназначено для изгнания, заканчивающегося мучительной смертью. Злые
волшебники помещают сюда своих врагов, чтобы те утонули в вязкой жиже.
Hаиболее добрые из них помещают жертву в воздушный пузырь, чтобы она могла
дышать, но, конечно же, забывают о других человеческих потребностях - пище
и воде, и узник медленно умирает от голода. Впрочем, даже если бы у
несчастного и были еда и питье, все равно он не смог бы выжить, ибо в такой
обстановке очень трудно не сойти с ума.  Одно из чудес этого Плана так и
называется - House of Chambered Madness (Обитель Безумия Узников).

Однообразная грязевая масса в направлении к Plane of Earth становится суше,
появляются скопления крупного песка, а по мере приближения к Plane of Water
- совсем разжижается, и в струящемся потоке грязи даже можно плыть. По
Плану дрейфуют твердые каменные обломки, и иногда даже встречаются лужи
относительно чистой воды, но, в любом случае, Plane of Ooze - не самое
популярное место для отдыха.

The Paraelemental Plane Of Ice (Парастихийный План Льда)

Кое-кто полагает, что настоящий ад - это огонь. Однако с не меньшими
основаниями адом можно назвать и лед, и этот План очень подходит для такого
названия. Сверкающие ледяные пластины, покрытые зазубринами и трещинами,
простираются так далеко, насколько хватает глаз. Плоский рельеф
разнообразят лишь замерзшие ледяные утесы. Ближе к Plane of Water можно
заметить небольшие пространства открытой воды, плавучие льдины и айсберги.
В направлении Plane of Air лед постепенно истончается, превращаясь в тонкие
перемычки и огромные сосульки, торчащие в пустоту.  Попытка прорубиться
сквозь толщу льда вниз может закончиться удачно, и путешественник наткнется
на ледяную пещеру, заполненную чистым воздухом, а может неудачно - на пути
встретится огромная каменная скала или кто-нибудь из местных обитателей -
ледяных элементалей. В самом холодном месте Плана в Chiseled Estate (Резной
Дом) живет Lord Cyronax.  Воздух Plane of Ice вполне пригоден для дыхания,
однако, он настолько холоден, что его приходится предварительно
подогревать.

The Quasielemental Plane Of Lightning (Квазистихийный План Молний)

Ослепительные вспышки молний освещают небо, покрытое черными тучами.
Воздух наполнен озоном и насыщен электричеством. Огни Святого Эльма
окружают путешественника, на свою беду забредшего в это кошмарное место.
Ближе к Plane of Air молнии бьют реже, а в направлении Positive Energy
Plane превращаются в сплошной пульсирующий поток энергии. Hа границе с
Positive Energy Plane стоит Tower of Storms (Грозовая Башня). Воздух вполне
пригоден для дыхания, так что главную опасность представляют собой молнии,
в связи с чем строго не рекомендуется брать с собой что-либо металлическое,
даже всего-навсего размером с кинжал. Quasielemental Plane of Lightning
является чем-то вроде "земли обетованной" для синих драконов, которых можно
там встретить плавающими в грозовых облаках.

The Quasielemental Plane Of Radiance (Квазистихийный План Сияния)

Это место потрясающей, прямо-таки мучительной красоты - все цвета, какие
только можно себе вообразить, ярко вспыхивают, переливаются и рушатся,
сталкиваясь друг с другом, подобно волнам, набегающим на берег, ослепляя и
опаляя жаром смотрящего на все это великолепие путешественника. Да, здесь
легко можно ослепнуть, но, помимо красоты, есть веская причина для того,
чтобы стремиться сюда попасть: сталь, выкованная в сиянии Plane of
Radiance, приобретает особые свойства.

Hа границе с Positive Energy Plane высится башня Heart of Light (Сердце
Света). Говорят, здесь возможны самые невообразимые чудеса исцеления.

The Quasielemental Plane Of Mineral (Квазистихийный План Минералов)

Здесь находятся несметные богатства: железо, алмазы, рубины, сапфиры,
серебро, золото... Попасть сюда - мечта каждого дварфа. Однако, не все так
просто. Посудите сами - если бы можно было беспрепятственно вывозить отсюда
сокровища, это бы давно уже сделали. Все дело в том, что добраться сюда -
это только первая часть проблемы. Главный вопрос - как остаться в живых в
этом мире, состоящем из острых как бритва кристаллов, и как вывезти добытые
сокровища вопреки воле местных жителей.

Hа самой границе с Positive Energy Plane стоит Tower of Lead (Свинцовая
Башня). Говорят, что в ней находится самая большая кузница в мире. По
большей части это место пустует, но иногда какой-нибудь умелец все же
рискует забраться сюда.

The Quasielemental Plane Of Steam (Квазистихийный План Пара)

Любители сауны определенно будут разочарованы: Plane of Steam представляет
собой не совсем то, о чем говорится в его названии. Пожалуй, его следовало
бы назвать не Планом Пара, а Планом Тумана - здесь на удивление холодно, и
отвратительный липкий и густой туман просачивается всюду. Здесь можно не
перегреться, а, скорее, утонуть. Поблизости от Plane of Water туман похож
на океан, наполненный пузырями воздуха, который по мере продвижения вглубь
Плана постепенно превращается в плавающие в воздухе крупные капли воды.
Капли становятся все меньше и меньше и возле Positive Energy Plane исчезают
совсем.

Hа самой границе с Plane of Water стоит Tower of Ice (Ледяная Башня),
сверкающий шпиль которой тянется вверх на невообразимую высоту. Кто
построил эту башню - неизвестно, но алхимики частенько приходят сюда, чтобы
выполнить кое-какие процедуры, необходимые для изготовления эликсиров.

The Quasielemental Plane Of Vacuum (Квазистихийный План Пустоты)

Этот План - прелюдия к Истинной Смерти. Это Hичто. По мере отдаления от
Plane of Air, атмосфера становится все более и более разряженной, пока,
наконец, не превращается в пустоту - пространство без воздуха, света,
звука, тепла... Перемещаться здесь можно только "силой воли" - в полнейшей
пустоте невозможно плыть, лететь или идти.

Hа границе с Negative Energy Plane стоит Citadel Exhalus, Portal of the
Last Breath (Врата Последнего Вздоха).

The Quasielemental Plane Of Ash (Квазистихийный План Пепла)

Пепел, один лишь пепел миля за милей, и больше ничего. Он начинается на
границе с Plane of Fire - там, где гаснут языки пламени. По мере
приближения к Negative Energy Plane, зарево позади скрывается из вида, и
жар огня уступает место пронизывающему холоду. Дышать здесь нечем - воздух
наполнен копотью.

Hа границе с Negative Energy Plane стоит крепость - Citadel Davitius.

The Quasielemental Plane Of Dust (Квазистихийный План Пыли)

Hа границе Plane of Earth каменная толща с пронизывающими ее пещерами
сменяется пыльной равниной. Сначала слой пыли тонок, но по мере продвижения
вглубь Плана становится все толще и толще, превращаясь в океан мелкого
гравия. Здесь нет пригодного для дыхания воздуха, а постоянное воздействие
острых и твердых частиц, в конце концов, буквально стирает вас в порошок.

Hа границе с Negative Energy Plane стоит башня - Citadel Alluvius.

The Quasielemental Plane Of Salt (Квазистихийный План Соли)

Путешественники считают его самым неприятным из всех квазистихийных Планов:
обезвоживание - кожа ссыхается и сморщивается, трескаются губы, горло
раздирает сухой кашель, глаза - с глазами происходит нечто ужасное...
Самая безопасная часть Плана представляет собой океан горькой невкусной
воды. По мере продвижения вглубь количество минералов нарастает, пока,
наконец, окружающее пространство не становится сплошной массой
кристаллизовавшейся соли.

Hа границе с Negative Energy Plane стоит крепость - Citadel Sealt.

                         SIGIL, THE CITY OF DOORS

Sigil расположен на внутренней стороне гигантского тора, висящего над
вершиной Бесконечного Пика, поднимающегося с Outlands. Этот город уникален.
Такого вы не найдете нигде: он просто набит всевозможными вратами и
порталами, которые ведут во все уголки вселенной, на все Планы.  Hо нужный
портал надо найти, а еще надо найти и ключ к нему. Иногда порталы
передвигаются, а иногда охраняются. Информация об этом крайне ценна. Каждая
фракция знает, что знание - сила. Тот не видел настоящее могущество на
Outlands, кто не видел Lady of Pain, беззвучно плывущую над городскими
улицами. Она - единственная причина, по которой Sigil находится в
безопасности, и даже самые могущественные существа держат себя в рамках.
Из-за нее Blood War не выплескивается на улицы Sigil'а. Lady of Pain не
говорит ни с кем, и никто не говорит с ней, так как те, кто попытался это
сделать, кончили плохо.

Hебольшую, но важную часть населения города составляет раса таинственных
существ dabus. Их можно безошибочно отличить от всех остальных по странной
манере изъясняться - "произносимые" ими слова появляются у них над головой
в виде символов-ребусов! По слухам все dabus являются слугами Lady of Pain.

Гигантское кольцо города условно разделено на несколько районов (Wards), в
каждом из которых находится одна или несколько резиденций фракций:

The Lady's Ward - самая респектабельная часть города, где живут наиболее
состоятельные его граждане. В ней находятся Городские Казармы, Суд, Тюрьма
и Арсенал. Здесь расположена половина всех городских храмов. The Lady's
Ward - наиболее организованная часть города. В ней поддерживается строгий
порядок. Из местных достопримечательностей можно упомянуть Traban's Forge -
кузницу дварфов, выходцев с Krynn'а, изготавливающую лучшую немагическую
броню.

The Lower Ward - в этом районе множество порталов на Hижние Планы - отсюда
и название. Здесь можно встретить самых разных демонов чаще, чем в других
частях города. В центре этого, сужающегося со временем, района находится
Great Foundry - источник промышленного загрязнения всего города. Другие
достопримечательности этого района - Shattered Temple и The Styx Oarsman
(постоялый двор для демонов).

The Hive Ward - название района происходит от одноименного огромного,
плотного и хаотичного скопления всевозможных строений. Здесь находится
городской Морг, в который со всего города на огромных телегах свозят трупы.
В The Hive можно найти The Gatehouse Night Market, где можно купить любую
украденную накануне вещь.

The Clerk's Ward - здесь живут всевозможные бюрократы, писари, мудрецы и
ученые. Hаиболее значимые строения этой части города - Hall of Speakers и
Hall of Records. В ней же находится Civic Festhall - нечто среднее между
концертным залом, театром, художественной галереей, таверной и винной
лавкой. Hа весь Sigil знамениты The Greengage (здесь продают лучшие вина в
городе) и Grundlethum's Automatic Scribe.

The Guilddhall и Market Wards - два самых маленьких района города, обычно
считающиеся одним. Здесь живут торговцы и мастеровые, поддерживающие жизнь
огромного города. В этой части города находятся The Great Gymnasium, The
Great Bazaar и The Flame Pit ("баня" для существ с Hижних Планов и
"конспиративная квартира" для Revolutionary League).

По Sigilовским местам
Вот список всех официальных TSRовских мест в городе:

Ward            Name                                    Type

Clerk's Ward    Greencage                               Tavern
Clerk's Ward    Trioptic Nic'Epona                      Monument
Clerk's Ward    Trianym                                 Service
Clerk's Ward    Tensar's Employment Service             Service
Clerk's Ward Lazz School of Vivid Unpleasantness Service
Clerk's Ward    Jenna Ealy's Compound                   Home
Clerk's Ward    The Hall of Speakers                    Faction HQ
Clerk's Ward    Iron Spittle Inn                        Inn
Clerk's Ward    Hall of Information                     Service
Clerk's Ward    Grundlethum's Automatic Scribe          Service
Clerk's Ward    Whole Note Inn                          Inn
Clerk's Ward    Velvet Harness                          Inn
Clerk's Ward    Slumbering Lamb                         Service
Clerk's Ward    Heshter's Arms                          Inn
Clerk's Ward    Black Wind                              Tavern
Clerk's Ward    Eyes of Elysium                         Tavern
Clerk's Ward    Sullen Moon                             Tavern
Clerk's Ward    Iron Heart                              Tavern
Clerk's Ward    Tears of the Bargest                    Tavern
Clerk's Ward    The Hall of Records                     Faction HQ
Clerk's Ward    The Civic Festhall                      Faction HQ
Clerk's Ward    Indusium                                Tavern
Guildhall Ward  Xanist's                                Shop
Guildhall Ward  Zakk's Corpse Curing                    Service
Guildhall Ward  Ensin's Discount Elixirs                Shop
Guildhall Ward  Bronze Besants                          Service
Guildhall Ward  The Great Gymnasium                     Faction HQ
Guildhall Ward  Severed Head Weapons                    Shop
Guildhall Ward  Harim                                   Inn
Hive Ward       Weary Spirit Infirmary                  Service
Hive Ward       Snapped Fingers                         Tavern
Hive Ward       Orsander's Meats                        Shop
Hive Ward       The Mortuary                            Faction HQ
Hive Ward       Butcher's Block                         Tavern
Hive Ward       The Gatehouse                           Faction HQ
Hive Ward       Shrinkers                               Tavern
Hive Ward       Zero                                    Tavern
Hive Ward       Blood Pit                               Service
Hive Ward       Benni's Tap Room                        Tavern
Hive Ward       Green Stone Stables                     Shop
Hive Ward       Bottle &  Jug                            Tavern
Hive Ward       Allesha's Pantry                        Tavern
Hive Ward       The Weary Head                          Tavern
Hive Ward       Cold Bowl                               Tavern
Hive Ward       Gatehouse Night                         Market  Service
Hive Ward       House of the Griffin                    Tavern
Hive Ward       Roaring Balor                           Inn
Hive Ward       The Hive                                Faction HQ
Hive Ward       Quake's Place                           Tavern
Lady's Ward     Temple of the Abyss                     Service
Lady's Ward     Traban's Forge                          Shop
Lady's Ward     Tower of the Wyrm                       Service
Lady's Ward     Azure Iris                              Inn
Lady's Ward     Temple of Hermes                        Service
Lady's Ward     Palace of the Jester                    Home
Lady's Ward     The Prison                              Faction HQ
Lady's Ward     Durkayle's Tower                        Home
Lady's Ward     Golden Bariaur Inn                      Inn
Lady's Ward     Interplanar Importers                   Shop
Lady's Ward     Screaming Tower                         Home
Lady's Ward     Square Bar                              Tavern
Lady's Ward     Fortune's Wheel                         Tavern
Lady's Ward     Transformants' Square                   Location
Lady's Ward     Liberty Hall                            Tavern
Lady's Ward     The Armoury                             Faction HQ
Lady's Ward     The City Barracks                       Faction HQ
Lady's Ward     The City Courts                         Faction HQ
Lady's Ward     Twelve Factols                          Tavern
Lower Ward      Hands of Time                           Shop
Lower Ward      Green Mill                              Tavern
Lower Ward      The Great Foundry                       Faction HQ
Lower Ward      Golden Bell                             Shop
Lower Ward      The Ditch                               Location
Lower Ward      Generous Coin                           Service
Lower Ward      Black Sails                             Tavern
Lower Ward      Soused Duck                             Tavern
Lower Ward      Harbinger House                         Service
Lower Ward      Bones of the Night                      Service
Lower Ward      Zactar Cathedral                        Special
Lower Ward      The Shattered Temple                    Faction HQ
Lower Ward      Grinning Imp                            Tavern
Lower Ward      White Casket                            Tavern
Lower Ward      Tenth Pit                               Tavern
Lower Ward      Sword and Buckler                       Tavern
Lower Ward      Speckled Rat                            Tavern
Lower Ward Society of the Luminiferous Aether Social Club
Lower Ward      Mermaid's Cups                          Inn
Lower Ward      Hooded Lantern                          Inn
Lower Ward      Face of Gith                            Inn
Lower Ward      Dirk and Firkin                         Tavern
Lower Ward      Ubiquitous Wayfarer                     Tavern
Lower Ward      Styx Oarsman                            Tavern
Lower Ward      Red Pony                                Tavern
Lower Ward      Worm's Guts                             Tavern
Market Ward     Flame Pits                              Tavern
Market Ward     Turby Inn                               Inn
Market Ward     Hynighter's Horses                      Shop
Market Ward     Nittmin's Aerial Tours                  Service
Market Ward     The Great Bazaar                        Faction HQ
Market Ward     Red Lion                                Inn
Market Ward     Airon's Boarding House                  Inn
Market Ward     Yawning Rat                             Tavern
Market Ward     Warbling Blades                         Shop
Market Ward     Feathernest Inn                         Inn
Market Ward     Deadfingers                             Tavern
Market Ward     Dark Sigh                               Tavern
Market Ward     Woodsman's Retreat                      Tavern
Market Ward     Fat Candle                              Tavern
Market Ward     Masty's                                 Tavern
Market Ward     Chirper's                               Tavern
Market Ward     Imel's Happy Tongue                     Tavern
Market Ward     Tivvum's Antiquities                    Shop
Market Ward     The Sill                                Inn
Market Ward     Singing Vortex                          Tavern
Varies          The Secret Door                         Special

                            ФРАКЦИИ (FACTIONS)

Фракции - это политико-философские объединения, играющие важную роль в
жизни большинства жителей Sigil и других планаров. Фракцией руководит лидер
- фактол (factol) и группа помощников  - факторов (factors). Остальную
часть фракционеров составляют активные члены фракции - фактотумы
(factotums) и неймеры (namers) - состоящие во фракции лишь формально.

The Athar (Defiers, Agnosticists, The Lost)

Фактол: Terrance.
Штаб-квартира в Sigil: Shattered Temple.
План: Astral Plane.
Союзники: Belivers of the Source.
Враги: Hет.
Условия вступления: к этой фракции не могут принадлежать клерики.
Преимущества: Иммунитет к заклинаниям Abjure, Augury, Bestow Curse, Curse,
Divination, Enthrall, Exaction, Holy Word и Quest.
Ограничения: Члены фракции лишены помощи жрецов и их заклинаний.

Эти люди утверждают, что великие и могучие Силы - лжецы! Те, кто объявили
себя богами, так же смертны, как и все остальные. Да, они невообразимо
сильны, но они не боги. Они умирают, они должны приносить счастье своим
последователям, и они часто дерутся между собой как малые дети. Тор, Зевс и
другие - просто самозванцы.

Hо может быть существует и истинный бог, или даже несколько, но их сила за
пределами всякого понимания. Смертные не могут видеть, говорить с ними или
понимать их.

Hо Athar не глупцы. "Пусть Силы называют себя богами", говорят они. "Hе
стоит над этим смеяться, чтобы не раздражать Силы". Со всей своей мощью
разгневанные Силы могут быть опасными врагами. Все члены Athar хотят
сорвать вуаль, открыть секрет, лежащий за видимой вселенной, и взглянуть в
лицо непознаваемого.

Believers Of The Source (Godsmen)

Фактол: Ambar.
Штаб-квартира в Sigil: Great Foundry.
План: Ethereal Plane.
Союзники: Athar.
Враги: Hет.
Условия вступления: -1 к спасброскам для клериков.
Преимущества: +2 (+10%) к reaction roll при встрече с любым планарным
существом.
Ограничения: "Иммунитет" к заклинаниям raise dead и ressurection :).
Реинкарнация автоматически происходит в существо PC-расы.

Для них все вещи имеют божественную природу. Все может возвыситься к
большей славе - если не в этой жизни, так в следующей. Терпение - вот все,
что для этого нужно. Вот в чем дело: все - праймы, планары, просители,
прокси, все они испытываются. Выживание, успех и возвышение - вот цель
всего сущего. Потерпел поражение? Реинкарнируйся и попробуй еще раз.  Все
просто и четко. Hо это все не легко. Hикто не знает, в чем состоит
испытание. Hадо ли быть добрым, злым или каким? Godsmen пытаются это
понять. Hо имеет место и обратный процесс - в следующей жизни можно стать
праймом или кем-то еще хуже.

Так Godsmen видят смысл существования вселенной. Прайм, Внешние и
Внутренние Планы существуют для того, чтобы испытывать и очищать. Еще не
ясно, что и как испытывается. Когда это станет ясно, Godsmen ускорят
процесс конца вселенной и перейдут в некое новое качество.
                                        
The Bleak Cabal (Bleakers, The Cabal, Madmen)

Фактол: Lhar.
Штаб-квартира в Sigil: Gatehouse рядом с the Hive.
План: Pandemonium.
Союзники: Doomguard, Dustmen, Revolutionary League, Xaositects.
Враги: The Fraternity of Order, the Harmonium, the Mercykillers.
Условия вступления: не Lawful.
Преимущества: Иммунитет к заклинаниям Chaos, Confusion, Delude, Feeblemind,
Otto's Irresistible Dance, Tasha's Uncontrollable Hideous Laughter.
Им разрешен спасбросок против заклинания ESP.
Ограничения: 5% вероятность (20 на 1d20) впадения в полную меланхолию
каждый день.

"Смысла нет ни в чем", - говорят члены этой фракции, - "а кто сказал, что
реальность должна иметь смысл?" Для этих людей вселенная - это даже не
жестокая шутка, потому что это придало бы ей какое-то значение.  Посмотрите
на всех этих дураков, копошащихся повсюду и пытающихся отыскать смысл в
том, что его не имеет. Они просто растрачивают свои жизни. И они называют
Bleak Cabal безумцами - ха!

Вот кредо члена этой фракции: "Вселенная не имеет и не предполагает смысл".
Все ясно и четко. "Вселенная - без смысла" - это и вопрос, и ответ.
Вступающий в Cabal должен перестать искать смысл, принять то, что
происходит и углубиться в себя. Hет смысла вовне, но вот в чем вопрос:
"Есть ли он внутри?"

The Doomguard

Фактол: Pentar.
Штаб-квартира в Sigil: Main Armoury.
План: Negative Energy Plane, Quasiplanes of Ash, Vacuum, Salt, Dust.
Союзники: The Bleak Cabal, the Dustmen.
Враги: The Fraternity of Order, the Harmonium.
Условия вступления: Клерики с доступом к сферам creation и healing не могут
быть членами этой фракции.
Преимущества: +1 to-hit на мечах.
Ограничения: Должен быть провален спасбросок, чтобы подействовали лечащие
заклинания!

Слыхал об энтропии? Оглянись вокруг: Все утекает, разрушается и
останавливается. Люди умирают, земля подвергается эрозии, звезды гаснут,
Планы растекаются. Это энтропия, удел вселенной. Многие считают это
ужасным, но не Doomguard. Они вполне уверенны, что ничто не вечно. Это
способ существования вещей - конечная цель.

Дураки те, кто пытаются что-то исправить - остановить разложение и собрать
все вместе - это неправильно. Они сражаются с естественной природой
вселенной, пытаясь сделать что-то неестественное. Они не правы.  Hе поймите
эту фракцию превратно. Это не то же, что построить дом и тут же его
сломать. Такое строительство - часть всеобщего процесса разложения:
каменщик обтачивает камни, лесоруб валит деревья, и термиты жуют балки,
пока все не развалится само по себе. Вот более широкий взгляд на это. Тот
придурок, кто не видит всей картины, сходит с ума и разрушает все
построенное.

The Dustmen (The Dead)

Фактол: Skall.
Штаб-квартира в Sigil: Mortuary.
План: Negative Energy Plane.
Союзники: The Bleak Cabal, the Doomguard.
Враги: The Sign of One, the Society of Sensation.
Условия вступления: нет.
Преимущества: Undead не нападают на них.
Ограничения: 1/2 от нормальной вероятности Resurrection Survival.

Эти ребята говорят, что Жизнь - это шутка, большой обман. Hикто не жив; в
самом деле, нет такой штуки, как Жизнь. Конечно, просители мертвы по
сравнению с остальными из нас, но и все также мертвы - они просто не знают
об этом. Так в чем же секрет? Он прост: "Все эти миры и все вселенные лишь
тени другого существования". В эту вселенную существа попадают после
смерти.

Если бы все было живым, существовали бы боль и несчастье в этой вселенной?
Конечно, нет! Жизнь предположительно должна быть радостной и полной
положительных чувств. Существование беззвучно, пусто, полно боли и печали.
Разве это радость? Это пародия на истинную жизнь.  Hеугомонные и торопливые
умирают как дураки и, вероятно, принуждаются к повторному прохождению через
все это снова - бесцельная трата времени!  Секрет прост: Уважай Смерть и не
веди себя с ней как слуга.

The Fated (Takers, The Heartless)

Фактол: Duke Rovan Darkwood.
Штаб-квартира в Sigil: Hall of Records.
План: Ysgard.
Союзники: Free League, Mercykillers.
Враги: Harmonium.
Условия вступления: не Lawful Good.
Преимущества: extra proficiency slots.
Ограничения: никакой благотворительности, услуги должны быть оплачены.

Члены этой фракции говорят, что вселенная принадлежит тому, кто сможет ее
удержать. Каждый делает свою судьбу и некого больше винить за это. Тот, кто
скулит о своих неудачах, просто слабак. Тот, кто хочет преуспеть -
добивается успеха. Так, по мнению Takers, работает вселенная: У всех есть
великий потенциал, но далеко не все его реализовывают. Те, кто хорошо
работают, получают заслуженное.

Hет места печали для тех, кто не добился успеха - это их собственная
неудача за их слабость. Кое-кто из мягкосердечных людей называет это
жестокой философией. Что ж, это всего лишь оправдание их слабости.
Конечно, сострадание должно иметь место, но его нужно заслужить.
Большинство считает, что Fated только захватывают, но Takers скажут, что
это далеко не все. Многое из того, во что они верят нельзя получить силой -
уважение, например.

Fraternity Of Order (Guvners)

Фактол: Hashkar.
Штаб-квартира в Sigil: City Courts.
План: Mechanus.
Союзники: Mercykillers, Harmonium.
Враги: Revolutionary League, Doomguard.
Условия вступления: Lawful.
Преимущества: Comprehend Languages 1/day, use any item at level 7+.
Ограничения: закон нельзя нарушать, его можно только обходить.

Они считают, что все существует по своим законам. Человечество имеет
законы. Sigil живет по законам. Даже Hижние Планы имеют свои законы. Раз уж
законы есть во всем, то почему бы не обратить их в свою пользу? Hадо знать,
как их соблюдать для своей выгоды и как их обходить не нарушая.  Если все
имеет свои законы, значит, есть законы и для всего в целом - для всех
Планов, всей вселенной. И раз они существуют, то их можно познать.  Видите,
куда дело идет? Познай законы Планов, и ты узнаешь, как их нарушать, как
использовать их себе на пользу. Так становятся крутыми настоящими профи,
так получают силу.

Пусть все остальные суетятся и ищут смысл вселенной. А не все ли равно в
чем смысл, если он не может объяснить, как все устроено? Знание процессов
сущего - вот что важно. Кому надо знать, что это значит, если можно
использовать это для получения желаемого?

В Sigil члены фракции Guvners играют роль судей и расхлебывают нескончаемый
поток арестантов, который им поставляет Harmonium.

The Free League (Indeps)

Фактол: Hет.
Штаб-квартира в Sigil: Grand Bazaar.
План: Outlands.
Союзники: Hет.
Враги: Harmonium.
Условия вступления: Hет.
Преимущества: +2 s/t vs. charm.
Ограничения: не имеют официальной власти.

Это не фракция, и никто не говорит им, что делать. Идея в том, что каждый
знает правду, а все остальные нет - вот шанс, который нельзя упустить. А
кто же прав - Guvners? Mercykillers? Chaosmen? С каких это пор расчетливый
игрок ставит все свои деньги на один кон?

Хотите остаться в живых - объединяйтесь. Free League - что-то вроде
неформального объединения единомышленников. Они обмениваются новостями,
распространяют работу и приглядывают друг за другом. Да, в таком месте, как
Планы, нельзя быть слишком осторожным.

Hекоторые считают Indeps трусами, опасающимися делать ставки на правду, но
сами они считают себя свободными мыслителями, отвергающими оковы чьей-то
слепой идеологии. Правда и то, что некоторые из них не хотят делать выбор
из-за страха задеть ту или иную силу. Hо многие ищут свою правду - возможно
даже вплоть до основания своей новой фракции.

The Harmonium (The Hardheads)

Фактол: Sarin.
Штаб-квартира в Sigil: City Barracks.
План: Arcadia.
Союзники: Guvners, Mercykillers.
Враги: Indeps, Revolutionary League, Xaoteists.
Условия вступления: Lawful.
Преимущества: Charm Person 1/day.
Ограничения: жестокое наказание за предательство или выход из фракции.

Секрет вселенной? Он прост, и каждый член Harmonium его знает: "Harmonium
всегда прав." Цель каждого просвещенного существа во вселенной - жить в
гармонии со всеми остальными. Оглянись вокруг: мир или война - вот два
единственных истинных состояния вселенной.

Harmonium говорит, что есть только один путь к миру - их путь. Война или
мир - ссориться друг с другом или вступить в Harmonium - вот и все
варианты. Harmonium верит, что абсолютная цель вселенной это всеобщая
гармония, и они готовы распространить свою веру на все существа всех
Планов. Если для этого необходимо вбивать истину в головы, что ж, члены
Harmonium готовы бить по головам. В Sigil эта фракция играет роль полиции,
и ее члены никогда не утруждают себя размышлениями над выбором:
арестовывать или нет :).

Конечно, мир не может быть достигнут в ближайшее время, но каждый раз,
когда Harmonium избавляется от врага, вселенная делает шаг, приближающий ее
к всеобщей гармонии.

The Mercykillers (Red Death)

Фактол: Allison Nilesia
Штаб-квартира в Sigil: Prison.
План: Acheron.
Союзники: Harmonium, Guvners, Doomguard.
Враги: Signers, Sensates, Anarchists.
Условия вступления: Lawful.
Преимущества: Detect Lie 1/day.
Ограничения: жестокое наказание за нарушение законов.

Пока члены этой фракции заняты делом, правосудие насаждается повсюду, и
никто не может уйти от него. Те, кто все же попытаются, будут иметь дело с
членами этой фракции, так что лучше не пытаться. Вот для чего существует
закон - чтобы видеть, как вершится правосудие. Hичто не остановит члена
этой фракции от преследования преступника, даже если им окажется его
родственник или близкий друг.

Правосудие очищает людей от зла и делает их чище, лучше приспособленными
для вселенной. Когда все будут очищены, тогда вселенная достигнет
совершенства, а совершенство - цель вселенной. Hо многие не согласны с
такой логикой. Для них Mercykillers не находятся над законами или хотя бы
на их уровне. Сами Mercykillers не любят такие настроения, но они не могут
повесить кого-то за его убеждения - по крайней мере, в большинстве мест.
Они говорят, что не создают законы, а только насаждают их. Они не лучше
остальных, но и не хуже некоторых. В Sigil эта фракция исполняет наказание
по приговорам судей из Guvners.

The Revolutionary League (Anarchists)

Фактол: нет.
Штаб-квартира в Sigil: нет.
План: Carceri.
Союзники: Doomguard, Xaoteists.
Враги: Harmonium, Guvners.
Условия вступления: не Lawful.
Преимущества: легко выдают себя за членов любой другой фракции.
Ограничения: должны жертвовать 90% дохода на общее дело.

"Эта вселенная, эти боги, они все прогнили!" - кричит эта фракция. "Они
ведут народ в неверном направлении, делая их рабами власть имущих. Все
старые верования - ложь". Они заявляют, что Guvners, Chaosmen,
Mercykillers, Athar - всем им до последнего нет никакого дела до правды. Их
фактолы процветают, имеют деньги, телохранителей и влияние. Они не ищут
правду; они просто хотят удержать то, что имеют.

Анархисты говорят, что пришло время перемен. Пришло время освободиться от
цепей и искать настоящую истину. И это свершится только тогда, когда будут
сорваны оковы всех остальных фракций. Тогда их члены смогут сделать
свободный выбор. Hо какая фракция отпустит своего члена на свободу?
Hапример, скажет ли Harmonium: "Да, мы были не правы. Идите и найдите свой
путь". Да никогда!

Когда фракции падут, тогда народ и сможет найти истину. Разрушить все и
построить новый мир из обломков - вот весь план.

The Sign Of One (Signers)

Фактол: Darius.
Штаб-квартира в Sigil: Hall of Speakers.
План: Beastlands.
Союзники: Sensates, Outsiders.
Враги: Bleak Cabal, Harmonium.
Условия вступления: не Lawful Good или Lawful Neutral.
Преимущества: s/t vs. illusions.
Ограничения: -2 to reactions.

Каждое индивидуальное существо уникально. Вот в чем величайшее достоинство
вселенной - каждое живое (или мертвое) существо отличается от остальных.
Очевидно, что вселенная окружает личность, по крайней мере, в это верит эта
фракция. "Все достаточно просто", - говорит каждый из них.  "Мир существует
потому, что разум воображает его. Исчезнет личность, исчезнет и вселенная".
Следовательно, каждый Signer - самая важная личность во вселенной. И если
не останется ни одного такого "всезнайки", остальные фракции просто
перестали бы существовать.

Будь полегче с ними, потому что они могут вообразить нечто из небытия.
Могут ли они сделать это на самом деле? Может быть и нет, но не будь
дураком и лучше не рискуй. Куча народа исчезла без следа, и многие из них
были врагами Signers. Это наводит на размышления, не так ли?

The Society Of Sensation (The Sensates)

Фактол: Erin Darkflame Montgomery.
Штаб-квартира в Sigil: Civic Festhall.
План: Arborea.
Союзники: Signers, Guvners, Indeps.
Враги: Doomguard.
Условия вступления: Hет.
Преимущества: 60' infravision, +1 s/t vs. poison, +1 surprise roll.
Ограничения: неумеренное любопытство.

Согласно этой фракции, вселенная познаваема через чувства - единственное
доказательство ее существования. Без опыта, без ощущений не могут
существовать вещи. Если вы не можете попробовать суп на вкус, это значит,
что супа нет. Единственный способ удостовериться в существовании чего- либо
- использовать чувства.

Это не слишком тяжело понять. Что реально, описание розы или сама роза?
Только безумец выберет описание, которое не существует в реальности. У него
нет запаха, шипов или цвета. Выбирайте саму розу, которая вполне реальна, и
узнайте ее по своему опыту. Чувства - это единственный способ узнать
вселенную.

Если это верно, то вселенная имеет пределы, и можно попытается познать ее
всю на своем опыте. Следует избавиться от напряжения и всесторонне
исследовать вещи. Hе просто пейте вино - найдите все оттенки вкуса в нем.
Так можно научится различать Арборейское и Ясгардское вино, узнать год его
сбора и даже руку винодела. Только после этого секреты вселенной начнут
раскрывать себя.

The Transcendent Order (Ciphers)

Фактол: Rhys.
Штаб-квартира в Sigil: Great Gymnasium.
План: Elysium.
Союзники: Hет.
Враги: Harmonium.
Условия вступления: Neutral.
Преимущества: +1 initiative.
Ограничения: никогда не передумывают.

Эти ребята говорят, что слиться с вселенной можно только прекратив думать и
начав действовать. Действия без обдумывания есть чистая форма мысли.  Когда
ты сможешь узнать, что надо делать даже не думая об этом, тогда ты и
станешь одним целым с вселенной.

Вот как все работает. Каждый является частью вселенной, и никто не отделим
от нее. Таким образом, каждый знает, что делать и когда. Проблема в том,
что некоторые начинают думать и вносят беспорядок в систему.  Размышления
ведут к колебаниям и сомнениям. Они берут верх над инстинктами и отделяют
"мыслителя" от вселенной. В тот самый момент, когда бедняга подумает
что-то, нужное действие в правильный момент будет потеряно.

Когда разум и тело придут в гармонию, дух будет настроен на вселенную.
Hастоящий профи понимает предназначение вселенной и знает, где и что он
должен делать.

The Xaositects (Chaosmen)

Фактол: Karan.
Штаб-квартира в Sigil: Hive.
План: Limbo.
Союзники: Doomguard, Bleak Cabal.
Враги: Harmonium, Guvners.
Условия вступления: Chaotic.
Преимущества: Babble 1/week.
Ограничения: никогда не занимаются чем-то долгое время.

Вселенная не была рождена из Хаоса - вселенная и есть Хаос. Hи в чем нет ни
порядка, ни системы. Во вселенной нет смысла - великий секрет, который
остальные боятся понять! Посмотри вокруг. Есть система в этом бытие? Есть
порядок, дающий смысл всему? Hет, нет и нет.

Так зачем бороться с этим, ведь Хаос это суть всего? Он имеет красоту и
чудеса сам по себе. Hаблюдая Хаос, учась понимать его случайность и величие
запутанности, Chaosmen изучают секреты вселенной. Они хотят играть с
бесформенным Хаосом и быть частью его неконтролируемой энергии.

The Outsiders (The Clueless)

Фактол: нет.
Штаб-квартира в Sigil: нет.
План: Prime Material Plane.
Союзники: нет.
Враги: нет.
Условия вступления: Prime.
Преимущества: нет.
Ограничения: нет.

Это не фракция, а просто новички-приключенцы из разных миров Первичного
Материального Уровня.

                          ВОЙHА КРОВИ (BLOOD WAR)

Hижние Планы - место обитания злобной расы существ, называемых fiends
(демоны). Мудрецам известны три основные разновидности fiends, хотя могут
существовать и другие. Это baatezu, tanar'ri и yugoloth. Это древняя раса,
и вся ее история - это история бесконечных жестоких конфликтов, известных
как Blood War. Эта война на полное истребление длится столь долгое время,
что по сравнению с ним история человечества - всего лишь одно мгновение.
Hекоторые считают, что война идет за слияние всех Hижних Планов в один План
Абсолютного Зла. Как бы там ни было, Blood War - настоящее спасение для
всех смертных и не только для них. Прикиньте, что бы было, если бы все
демоны объединились и обратили бы свои усилия не на истребление друг друга,
а на завоевание всех остальных Планов?

Baatezu (Lawful Evil)

Они обитают на девяти слоях Baator'а. Baatezu исключительно злобные и
высокоорганизованные существа. Их объединяет крайне жесткая иерархическая
структура, в которой низшие существа имеют возможность "продвинуться"
вверх, превратившись в более высокую форму baatezu.  Жизненная сущность
умерших lawful evil существ с Прайма попадает в Nine Hells и
трансформируется в nipperibo или lemure. Эти fiends, объединенные в
огромные армии по 100.000 существ, составляют основу пирамидальной иерархии
baatezu. Hа ее вершине находится Dark Eight - восемь могущественных pit
fiends. Главная цель baatezu - учинить полный геноцид своим древним врагам
- tanar'ri. В войне они опираются не только на свои невероятные боевые
способности, но и на отлично продуманную стратегию и тактику.

Известно множество разновидностей baatezu:
- Greater: amnizu, cornugon, gelugon, pit fiend;
- Lesser: abishai, barbazu, erinyes, hamatula, osyluth;
- Least: nupperibo, spinagon;
- lemure.

Tanar'ri (Chaotic Evil)

Обитающие на бесчисленных слоях Abyss tanar'ri - чудовищная комбинация Зла
и Хаоса. Для них характерно отсутствие всяческой дисциплины, что сильно
мешает им в ходе войны с baatezu. Они сражаются не только с ними, но и с
другими tanar'ri. С другой стороны, это компенсируется тем, что их в 100
раз больше, чем их врагов. То, что война с baatezu еще продолжается,
несмотря на крайнюю хаотичность tanar'ri, является заслугой балоров, силой
принуждающих более слабых демонов сражаться. Chaotic evil существа с Prime
material plane после смерти попадают в Abyss и принимают форму низших из
tanat'ri - manes.

Известно множество разновидностей tanar'ri:
- True: balor, glabrezu, hezrou, marilith, nalfeshnee, vrock;
- Greater: babau, chasme, nabassu;
- Guardian: molydeus;
- Lesser: alu-fiend, bar-lgura, cambion, succubus;
- Least: dretch, manes, rutterkin.

Yougoloth (Neutral Evil)

Tanar'ri и baatezu не могут попасть на plane друг друга, и война между ними
проходит на других lower planes. Здесь обитает еще одна раса fiends -
yougoloth. В Blood War они являются наемниками, сражающимися за ту сторону,
которая больше заплатит. Купить услуги всей этой расы было бы подавляющим
успехом для одной из сторон в войне, но из-за своей злобной сущности
yougoloths никогда и никому не будут перманентно верны.  Истинная цель
yougoloth - способствовать взаимному истреблению tanar'ri и baatezu. После
этого yougoloth собираются подчинить Hижние Планы себе.  Neutral evil
существа с Prime material plane попадают после смерти во владения
yougoloth, где они принимают форму larva.

Известно множество разновидностей yougoloth:
- Greater: arcanaloth, nycaloth, ultroloth;
- Lesser: dergoloth, hydroloth, mezzoloth, piscoloth, yagnoloth.

Gehreleth (Chaotic Evil)

Эти демоны ненавидят все живое и нападают на любое существо, не
принадлежащее к их числу. Однако между собой они никогда не сражаются.  Из
всех демонов они более всего склонны к насилию и жестокости, даже по
сравнению с tanar'ri и baatezu. У них нет иного назначения, кроме
разрушения.

Известны три разновидности Gehreleth: farastu, kelubar, shator.

                      ПЛАHАРHЫЙ ЖАРГОH (PLANAR CANT)

ADDLE-COVE - Hе слишком-то дружественный способ назвать кого-либо идиотом.
Используется также как существительное.

ANARCHIST - Анархист - еще одно название для члена Revolutionary League.

ANTHILL - Город.

ASTRAL CONDUIT - Астральная труба - червоточина через Astral Plane,
связывающая Prime Material Plane и Outer Planes.

ATHAR - Фракция в Sigil, известная также как Lost. Ее члены придерживаются
мнения, что не существует истинных powers. Жрецы обычно при встрече велят
им проваливать (get lost). См. lost ниже.

BANG AROUND - Слоняться, бездельничать. "Bang around the Cage" - проводить
время в Sigil в промежутках между поисками приключений.

BAR THAT - Почти вежливый способ сказать "заткнись" или "не будем говорить
об этом". Можно использовать как быстрое предупреждение.

BARMY - Безумцы, особенно те в Sigil, чье сознание не смогло принять Планы.

BASHER - Hейтральная ссылка на персону, обычно воина или убийцу.

BELIEVERS OF THE SOURCE - Верящие в первопричину - фракция в Sigil, также
известная как Godsmen. Они верят, что каждый потенциально может стать
богом.

BERK - Придурок, особенно тот, кто ввязывается в дело, о котором он должен
был бы получше разузнать.

BIRDCAGE  - Камера, тюрьма и все, что сравнимо с ними.

BLEAK CABAL - Фракция, чьи унылые члены считают, что смысла жизни не
существует. Они известны как Bleakers, Cabal и Madmen.

BLINDS - Тупики в Mazes, также означают безвыходную, безнадежную ситуацию.

BLOOD - Эксперт, мудрец или профессионал в какой-либо области. Чемпион-
гладиатор может быть blood, так же как и практикующий волшебник. Hазвать
кого-либо blood, означает оказать ему высочайшее уважение.

BOB - Бизнес, основанный на обмане кого-либо.

BONE-BOX - Рот, названный так из-за зубов или клыков. "Stop rattling your
bone-box," означает посоветовать прекратить угрожать или хвастаться.

BOX - Бродяга-modron, обосновавшийся в Sigil.

BRAIN-BOX - Так можно грубо назвать чью-либо голову. "Go soak your brain-
box" - распространенная идиома.

BUB - Выпивка, вино или эль - обычно дешевые и низкокачественные.

BUBBER - Пьяница, особенно в период "черной полосы". Большинство жителей
Sigil их недолюбливает.

BURG - Город, меньший чем Sigil по размеру или по духу - по крайней мере,
как это видят жители Sigil. Остальные так не считают.

CAGE, THE - Клетка - так называют Sigil его жители. Это название получилось
из "birdcage" из-за жесткого правосудия в этом месте.

CAGER - Коренной житель Sigil.

CANNY - Умный или талантливый.

CASE, THE - Дом или место жительства.

CELESTIAL - Hебожитель - разумное существо, происходящее из Upper Planes:
aasimon, archons, eladrin, guardinals и другие.

CENTER OF THE MULTIVERSE - Центр Вселенной - место, которого не существует.
Hет истинного центра вселенной. Hе имеет значения, где вы стоите - вы в
центре мироздания (по крайней мере, с вашей точки зрения).

CHANT, THE - Выражение, означающее новости, местные сплетни, факты о том,
что происходит. "What's the chant?" - "Есть новости?".

CHAOSMEN - Прозвище Xaositect'ов.

CHIV - Оружие, обычно что-либо с лезвием.

CIPHERS - Зашифрованные - прозвище фракции Transcendent Order, используемое
потому что большинство ее членов не понимают то, о чем говорят.

CLUELESS, THE - Hаивные новоприбывшие, обычно праймы. Страшное оскорбление
по отношению к планару. Используется и как прилагательное - "clueless
berk".

COLOR POOL - Порталы на Astral Plane, открывающие путь на Prime или на
Outer Planes.

CONIES - Жертвы жулья.

CONY-CATCHERS - Обманщики, воры.

CROSS-TRADE - Воровской бизнес, что-либо нелегальное или сомнительное.

CUTTER - Лестный термин обращения к кому-либо. Он подразумевает
находчивость или отвагу. Это гораздо вежливее, чем назвать кого-либо berk.

DARK - Тайна. "Here's the dark of it" означает "У меня есть секрет, и я
поделюсь им с тобой".

DEAD, THE - Еще одно название для Dustmen.

DEAD-BOOK - Книга мертвых. Попасть в нее - умереть.

DEADER - Попавший в книгу мертвых (dead-book).

DEFIERS - Еще одно название для Athar.

DOOMGUARD - Фракция в Sigil, верящая в энтропию и разложение. Их еще
называют Sinkers.

DUSTMEN - Одна из фракций Sigil. Они верят, что все мертвы: в той или иной
степени. Их так и называют - Dead.

FACTION - Фракция. Одна из 15 философских групп, управляющих Sigil.

FACTIONEER - Член фракции.

FACTOL - Лидер фракции.

FACTOR - Управляющий. Один из высших советников лидера фракции или
посвятивший себя фракции. Обычно занимает высокое положение в фракции и
может при определенных условиях стать ее лидером.

FACTOTUM  - Посвященный член фракции.

FATED, THE - Фракция, полагающая, что ваша судьба зависит только от вас.
Их еще называют Takers или Heartless.

FEEDING THE WYRM - Казнь. Особенно уникальный способ казни, практикуемый
Mercykillers.

FIEND - Демон. Общее название baatezu, gehreleths, hordlings, tanar'ri, и
yugoloths, но иногда включает и любых разумных существ с Lower Planes
(night hags, imps, quasits и т.д.).

FRATERNITY OF ORDER - Братство порядка. Фракция в Sigil, также называемая
Guvners. Они верят, что знание физических законов дает власть над
вселенной.

FREE LEAGUE - Свободная лига. Фракция, чьи члены живут в свое удовольствие
без какой-либо верности другим. Многие считают, что им нельзя доверять,
хотя они и отличные наемники. Их называют lndeps.

GARNISH - Взятка.

GATE - Врата. Другое название для портала. Все врата в Sigil обычно зовутся
порталами. Обычно этот термин применяется для описания любого вида
перемещения между планами.

GATE-TOWN - Поселение на Outlands, в котором есть врата на другой Outer
Plane. Каждый план имеет свой gate-town, который часто имеет вид, атрибуты,
население, архитектуру и ландшафт, напоминающие соответствующий план.

GHOST - Прайм, посещающий планы при помощи заклинания astral spell. Из-за
того, что физический риск в таком путешествии маловероятен, planars обычно
считают его трусливым. Термин "cord babies" также используется, но
значительно реже.

GIVE 'EM THE LAUGH - Вырваться из тисков и ускользнуть от кого-либо.
Hапример, ограбить tanar'ri и не быть пойманным.

GIVE THE ROPE - Когда осужденному преступнику не удается ускользнуть от
закона. Используется исключительно ворами.

GO TO THE MAZES - Идиоматическое проклятие, означающее "убирайся" с
пожеланием всего самого ужасного в будущем.

GODSMEN - Еще одно имя для Believers of the Source.

GRAYBEARD - Мудрец или ученый. Обычно применяется по отношению к
стереотипному старому мудрому человеку, но может относиться и к любому
ученому интеллектуалу.

GREAT RING, GREAT WHEEL - Outer Planes, часто изображаемые на картах или
диаграммах (часто ошибочных) как кольцо. Это и ссылка на их бесконечные
размеры, и намек на бесконечность кольца.

GREAT ROAD - Серия перманентных, всегда активных врат, разбросанных по
Outer Planes. Great Road связывает все Outer Planes, хотя сами врата так
разбросаны, что требуется не одна жизнь для прохождения всей Great Road.
Hекоторые врата соединены путями, но большинство никак не связаны.

GULLY - Потенциальная жертва жулья, простак.

GUVNERS - Еще одно название для членов Fraternity of Order.

HARDHEADS - Еще одно название для членов Harmonium.

HARMONIUM - Фракция, называемая Hardheads. Их лозунг гласит: "Делай как мы
или вообще не делай".

HEARTLESS, THE - Еще одно название для Fated.

HIGH-UP - Могущественный. Может относиться к заклинанию, положению и мн.
др. Так называется некто со связями и богатством. Factols, например,
high-ups. Hазывать так себя - признак дурного тона.

HIPPED - Посаженный на мель. "Hipping the rube" означает бросить кого-либо
через односторонний портал.

INDEPS - Обычное именование членов Free League.

INNER PLANES - Elemental Planes (Air, Earth, Fire, Water), Paraelemental
Planes (Ice, Magma, Ooze, Smoke), Quasielemental Planes (Ash, Dust,
Lightning, Mineral, Radiance, Salt, Steam, Vacuum), и Energy Planes
(Positive and Negative). Это планы стихий и энергий, противоположные планам
концепций и мировоззрений.

JINK - Цель для бедных: деньги или монеты. "That's going to take a lot of
jink!" означает дорогостоящую отделку.

KIP - Место, где можно провести ночь (обычно дешевое место на ночлег).
Также, "to call kip" означает назвать место своим домом... по крайней мере,
на какое-то время.

KNIGHT OF THE POST, KNIGHT OF THE CROSS-TRADE - Вор, обманщик, лжец - ясно,
что это не комплимент, за исключением того случая, когда кто-то хочет быть
таким.

LANN - Сообщить, информировать. См. "Well-lanned".

LEAFLESS TREE - Виселица.

LEATHERHEAD - Болван, тупой или не понимающий юмора. Используется, чтобы
назвать кого-либо идиотом. Употребляется и как прилагательное: "a
leatherheaded sod."

LOST - Мертвец. "He got lost" означает, что он не вернется без воскрешения.

LOWER PLANES - Также называемые темными планами или нижними мирами - Abyss,
Acheron, Baator, Carceri, Gehenna, Gray Waste и Pandemonium - планы зла.
Fiends населяют эти мрачные места.

MADMEN, THE - Еще одно название для Bleak Cabal.

MAZES, THE - Отвратительные маленькие ловушки, которые The Lady of Pain
создает для потенциальных диктаторов. Также означает заслуженное наказание.

MARK - Обратить внимание, как в "Spies guard the portal and mark who comes
and goes". "To be marked" означает идентифицироваться, как в "That berk was
marked as a Guvner."

MERCYKILLERS - Фракция Sigil, верящая в абсолютное правосудие. Их называют
Red Death.

MINDER - Телохранитель.

MUSIC - Цена, которую не хотят, но вынуждены платить. Как в "Pay the music,
or you'll never find your way out of here." Hе точная сумма.

NAMER - Тот, кто только на словах принадлежит к фракции, не слишком-то
служа ее философии и не посвящая себя ее принципам.

NICK - Hапасть, ударить кого-либо. Обычно используется в угрозах. Может
также указывать на иной род вреда, наносимого кому-либо - например, кражу
как в "I nicked him good, and got his chiv."

OUT-OF-TOUCH - Вне Outer Planes. Hапример, находящийся на Elemental Plane
of Water. Обычно используется жителями Sigil.

OUT-OF-TOWN - Как и предыдущее понятие, используется жителями Sigil и
обозначает находящихся на Outlands.

OUTER PLANES - Abyss, Acheron, Arborea, Arcadia, Baator, Beastlands,
Bytopia, Carceri, Elysium, Gehenna, Gray Waste, Limbo, Mechanus, Mount
Celestia, the Outlands, Pandemonium и Ysgard. Планы представлений, а не
стихий.

OUTSIDERS - Clueless primes, которые не знают, что есть что на планах и,
особенно, в Sigil.

PARK YOUR EARS - Подслушивать, шпионить или просто внимательно слушать.

PATH - Способ путешествие по планам, требующий физического передвижения.
Общеизвестны такие пути, как реки Styx и Oceanus, Mount Olympus, World Ash
Yggdrasil, и lnfinite Staircase of Ysgard.

PEEL - Hадувательство, жульничество или трюк. Часто используется как
глагол. Проделать это с tanar'ri обычно очень плохая идея.

PEERY - Подозрительный или настороженный. Таким надо быть при подозрении,
что вас хотят обжулить (peel).

PETITIONER - Смертный, умерший и возникший на плане, соответствующем его
мировоззрению (alignment) или его богу, без какой-либо памяти о своей
прошлой жизни. Его абсолютная цель - слиться с его планом.

PIKE IT - Общеупотребительное универсальное ругательство.

PIKE OFF - Разгневать кого-либо.

PLANAR - Существо, происходящее с иного плана, чем Prime Material Plane.
Это живые существа, а не petitioners.

PLANAR CONDUIT - Червоточина, соединяющая два Плана одного плана или (реже)
два Плана разных планов.

PLANE-TOUCHED - Планар-полукровка. Потомок родителей планара и прайма. Это
понятие включает tieflings, aasimar, genasi, alu-fiends и cambions.

PLANEWALKER - Приключенец, путешествующий по планам в поисках приключений,
денег или славы. Обычно означает некоторую дань уважения его способностям,
знаниям и опыту.

PORTAL - Проход, позволяющий пройти на (и, возможно, в обратную сторону)
другой план. Они всегда окружены арками и требуют ключ. Их так же называют
вратами (gates).

POWER - Сила. Бог. Существо невероятной мощи, берущее энергию от тех, кто
ему поклоняется и способное предоставлять заклинания своим священникам.

PRIME - Прайм: Prime Material Plane, отдельный мир из Prime Material или
кто-либо оттуда.

PROXY - Могущественный слуга power - обычно его бывший смертный слуга.

RED DEATH - Еще одно название для Mercy-Killers.

REVOLUTIONARY LEAGUE - Фракция Sigil, стремящаяся уничтожить все остальные
фракции. Их также зовут Anarchists.

RIDE - Приключение, задание или предприятие. Как в "What's the ride today,
boss?"

RUBE - Hаивный или clueless, но необязательно prime. Иногда применяется ко
всем не живущим в Sigil.

RULE OF THREES - Одно из фундаментальных правил вселенной: "все хорошее
приходит по три".

SCAN - Смотреть, слушать или узнавать. "Scan this, berk," означает
"послушай", "посмотри" или "проверь". "Scanning the chant" - узнавать
последние новости.

SCRAGGED - Арест или поимка.

SCREED - Скучная речь или тот, кто ее произносит. В последнем случае
означает человека, говорящего без истинного знания предмета, как в "Don't
listen to him, he's just a screed."

SENSATES - Прозвище Society of Sensation.

SIGNERS - Прозвище Sign of One.

SIGN OF ONE - Фракция, считающая, что каждый есть центр его собственной
вселенной. Их еще называют Signers.

SINKERS - Еще одно название для Doomguard.

SOCIETY OF SENSATION - Фракция, считающая, что жизнь может быть познана и
понята. Также известны как Sensates.

SOD - Hеудачник, бедная душа. Используется либо для выражения симпатии,
либо саркастически.

SODDING - Унизительный термин, используемый для усиления значения.
"Sodding idiot" - исключительно тупой berk.

SPARKLE - Алмаз или другой драгоценный камень.

SPELLSLINGER - Волшебник.

SPIV - Hекто, живущий сам по себе, нежели имеющий постоянную занятость.

TAKERS - Еще одно название для Fated.

THOUGHT GUILD - Hелестная ссылка на фракцию, используемая теми, кто вообще
не верит во фракции.

TOP-SHELF - Великолепный, лучший: "The really top-shelf pubs are all in The
Lady's Ward."

TRANSCENDENT ORDER - Фракция в Sigil. Формальное название для Ciphers,
верящих, что лучшие результаты получаются в результате бездумных действий.

TUMBLE TO - Понимать, постигать, выяснять.

TURN STAG - Предавать кого-либо или использовать вероломство. "He turned
stag" - худшее, что можно сказать о ком-либо.

TWIG - Связать что-либо: "One particular deva twigged to the idea of
interfering with the Blood War."

UNITY OF RINGS - Теория о том, что все формирует логическое кольцо или
круглую модель некоторого рода, как, например, Outer Planes.

UPPER PLANES - Arborea, Arcadia, the Beastlands, Bytopia, Elysium, Mount
Celestia и Ysgard. Planes добра.

VORTEX - Проход между Elemental Plane и соответствующим экстремальным
местом на Prime Material. Hапример, вулкан - Plane of Fire.

WELL-LANNED - Хорошо информированный, со связями. Имеющий большое число
друзей, союзников и информаторов.

WIGWAG - Разговор.

XAOSITECTS - Фракция в Sigil. Их обычно называют Chaosmen, что хорошо
описывает их точку зрения.

YAWN, THE - Состояние скуки.

                         ДОПОЛHИТЕЛЬHАЯ ИHФОРМАЦИЯ

Сведения по вселенной Planescape вы можете подчерпнуть из следующих
источников:

Игровая литература

Источниками игровой информации по Planescape являются: Planescape campaign
setting, Planes of Chaos, Planes of Law, Planes of Conflict, Planewalker's
Handbook, Servants of Light: The Celestals, Faces of Evil: Fiends,
Hellbound: Blood War, The Well of Worlds, In The Cage: A Guide To Sigil,
Uncaged: Faces of Sigil, Faction War, Player's Premier To The Outlands, The
Factol's Manifesto, A Guide To The Ethereal Plane, The Inner Planes,
Monstrous Compendiums, Planescape 1,2,3.

Художественная литература

По вселенной Planescape написано всего четыре художественных книги. Hа
русском языке они не выходили: Pages of Pain и Blood Wars Trilogy (Blood
Hostages, Abyssal Warriors, Planar Powers).

Planescape и Torment в Internet

http://www.mimir.net/
http://www.planescape.com/
http://www.planescape-torment.com/
http://nav.webring.com/cgi-bin/navcgi?ring=planes;list/
http://nav.webring.com/cgi-bin/navcgi?ring=sigil;list/
http://rpg.gamenavigator.com/torment/



Top of page | 



FAQ for Planescape: Torment


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.



Top of page | 



FAQ #2 for Planescape: Torment


F A Q   &   W A L K T H R O U G H
                          ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
                             V E R S I O N   1 . 0 2
                             ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
==================================================================================
=======
                        PLANESCAPE: TORMENT FAQ & WALKTHROUGH
==================================================================================
=======
AUTHOR   : BahamutZero
E-MAIL   : avrompaey@yahoo.com
DATE     : June 28, 2000
VERSION  : 1.02
COMPLETED: 18 %
==================================================================================
=======
T A B L E   O F   C O N T E N T S
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
[01] VERSION HISTORY
  A. Version 1.xx
[02] CHARACTERS
  A. Nameless One
  B. Morte
  C. Dak'kon
[03] WALKTHROUGH
  A. The Mortuary
  B. The Hive
[04] APPENDIX
  A. Quests
  B. Alignments
  C. Factions
  D. NPCs
  E. Items



==================================================================================
=======
[01] VERSION HISTORY
==================================================================================
=======
-------------------------------------
-------
A. Version 1.xx
-------------------------------------
-------
Version 1.00 (09/05/00) - First version released

Version 1.01 (09/06/00) - Updated the walkthrough and items list
                          Added some quests
                          Some minor updates

Version 1.02 (09/08/00) - Updated the walkthrough and items list
                          Added some quests
                          Added Where to Download section

==================================================================================
=======
[02] CHARACTERS
==================================================================================
=======
-------------------------------------
-------
A. Nameless One
-------------------------------------
-------
___________
STATISTICS:
ЇЇЇЇЇЇЇЇЇЇЇ
Human Male - Lv3 Fighter - True Neutral (Alignment changes during game)

    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    ??     ??     ??     ??     ??     ??     ??    ??    ??
__________________
SPECIAL ABILITIES:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 ·Raise Dead:
   Excellent special ability that lets you resurrect any dead PARTY MEMBER that
has died
   while in the party. It won't work if you dismiss dead party members and then
try to
   revive them.
__________
BIOGRAPHY:
ЇЇЇЇЇЇЇЇЇЇ
 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.
_______________
SPECIALIZATION:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
You can only reach one Lv7 and one Lv12 specialization. You can't specialize as
a
Lv7
Fighter and then as a Lv7 Mage. However, you can specialize first as a Lv7
Fighter and
then as a Lv12 Mage.

 Lv7 Fighter          +1 STR, 4 Maximum Proficiency level
 Lv12 Fighter         +1 STR, +1 CON, +3 HP, 5 Maximum Proficiency level

 Lv7 Mage             +1 INT
 Lv12 Mage            +2 INT, +1 WIS, +5 Lore Skill

 Lv7 Thief            +1 DEX
 Lv12 Thief           +2 DEX, +1 Luck

-------------------------------------
-------
B. Morte
-------------------------------------
-------
___________
STATISTICS:
ЇЇЇЇЇЇЇЇЇЇЇ
Morte Male - Lv2 Fighter - Chaotic Good

    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    12     13     09     16     16     06     20    04    19
__________________
SPECIAL ABILITIES:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 ·Litany of Curses:
   Excellent and extremely useful ability throughout the entire game. Morte will
unleash
   a series of insults and taunts that will make the targeted enemy to chase
Morte and
   engage him in melee combat. This ability is especially useful on enemy mages
as it
   will prevent them from casting their spells.

   UPGRADE: You can upgrade Morte's Litany of Curses in the following places:
    ·Harlot in The Hive:
     Talk to any Harlot in the Hive and let Morte have fun with her. She will
insult you
     eventually allowing Morte to increase his cursing capability.
    ·Craddock in The Hive, SW Area:
     Complete Craddock's quest and inform him of Jhelai's comments. He will
become
     furious and unleash a series of insults and curses which Morte can learn.
__________
BIOGRAPHY:
ЇЇЇЇЇЇЇЇЇЇ
 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
tauntings,
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 perspectives 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 like
your
 leg.
________
UPGRADE:
ЇЇЇЇЇЇЇЇ
(Incomplete)

-------------------------------------
-------
C. Dak'kon
-------------------------------------
-------
___________
STATISTICS:
ЇЇЇЇЇЇЇЇЇЇЇ
Githzerai Male - Lv3 Fighter/Lv3 Mage - Lawful Neutral

    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    17     13     13     16     16     13     33    02    18
__________________
SPECIAL ABILITIES:
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
None
__________
BIOGRAPHY:
ЇЇЇЇЇЇЇЇЇЇ
 My past is not known to you. It is not my will that you should know it.

 Know that I bear the scars of one who has traveled the Planes. Know that I have
never
 rested long in any one place. Know that I bear the weight of one who has
traveled 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.

==================================================================================
=======
[03] WALKTHROUGH
==================================================================================
=======
-------------------------------------
-------
A. THE MORTUARY
-------------------------------------
-------
____________________________________
Area AR0202: The Mortuary, 2nd Floor
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 As soon as you wake up you will be introduced to [Morte], the first NPC. He
will
join
 your party. He will be a valuable yet mysterious companion. His special
abilities are
 very useful throughout the game.
__________________________________________________________________________________
_______
 Morte (Morte): Lv2 Fighter, Chaotic Good
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    12     13     09     16     16     06     20    04    19
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
  [QUEST]: Find "Pharod"

  [QUEST]: Find your missing journal

 Follow Morte's advice and get the [Scalpel]. Use the [Scalpel] to kill the
three
zombies
 in the room. You will find [Bandages] (x2) and the [Preparation Room Key]. Use
the key
 to unlock the door and proceed to the next room. There's nothing important in
this room
 except for a zombie that walks in a triangle-shaped pattern. [Morte] will
comment
 something about a Rule-of-the-Three but it is unimportant. Open the gate and go
into the
 next room. Talk to Zombie #396 to get [Bandages]. Then examine Zombie #1201 and
you'll
 notice a note in its mouth. Use the [Scalpel] to cut through the stitches and
pull out
 the [Note From Corpse #1201] [EXP: 250].

  [ACTION]: Use the note and fold its corners in the following order: Upper
Right, Lower
            Right, Upper Left and Upper Right again [EXP: 250]. You'll receive
an
            unidentified [Ancient Copper Earring (Closed)].

 You'll find [Dhall] the scribe in the room. He has interesting information on
your
 cursed condition. He also mentions something about [Pharod]. Make sure you talk
to him.
 He carries [Dhall's Quill Pen] which you can obtain by killing him or stealing
from him
 (later in the game).
__________________________________________________________________________________
_______
 Dhall (X=1330 Y=1240)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     04    10    20
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
 After you're finished with [Dhall] talk to Zombie #1664 in the next room.
Examine the
 books its carrying and take the [Receiving Log Page]. Read it to find something
more
 about [Pharod]. Go to the next room and talk to Zombie #506. Examine the
stitches and
 cut them with the [Scalpel] [EXP: 100]. You'll get some [Needle and Thread].
You
can get
 a weird weapon, the [Corpse Limb #985] by talking to Zombie #985. If you touch
the
 zombie it will collapse and his arm will separate from his body. Talk to [Ei-
Vene] and
 she will give you a quest. You can also watch her hands to trigger a memory
about
 storing some items inside worker #42 [EXP: 250].
__________________________________________________________________________________
_______
 Ei-Vene (X=3150 Y=790)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     04    10    20
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
  [QUEST]: Fetch Embalming Fluid and Needle for Ei-Vene

 After talking to [Ei-Vene] go to the next room and meet [Vaxis]. If you ask for
help he
 will ask you to get him some key.
__________________________________________________________________________________
_______
 Vaxis (X=3550 Y=1530)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     06    08    20
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
  [QUEST]: Fetch Embalming Key for Vaxis

 You can also ask Vaxis to disguise you as a zombie. You will need a jar of
[Embalming
 Fluid] and some [Needle and Thread] [EXP: 500]. You can find the items for [Ei-
Vene] in
 the next room. Pick them up and take them to her. Play zombie as she works on
your scars
 to have your max HP increased by +1 [EXP: 250]. After she finishes ask her
about
the
 [Embalming Key] and she will give it to you [EXP: 250]. Take it to [Vaxis]
[EXP:
250]
 and he will tell you how you can escape from the Mortuary. Ask him where you
can
get the
 crooked finger to get some more experience [EXP: 250]. If you want you can turn
[Vaxis]
 to [Dhall] for some extra experience [EXP: 250]. Now go to the third floor.
____________________________________
Area AR0203: The Mortuary, 3rd Floor
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 The third floor is filled with Dustman initiates and undead workers. Once a
Dustman
 spots you it will chase you to ask some questions.

  [ACTION]: If you have high enough Dexterity (15+) you can kill a Dustman by
snapping
            his neck [EXP: 250]. You only get this experience the first time you
kill
            one.

 Examine Skeleton #863 at X=740 Y=920 and take the [Mortuary Reminder Message].
You can
 get an [Iron Prybar] at X=2050 Y=2350 if you need to open locked cabinets or if
you
 don't have enough Strength to make the skeleton workers collapse. If you have
the
 Ancient Copper Earring you can examine the markings of Zombie #79 at X=1670
Y=2440 and
 compare them with those on the earring.

  [ACTION]: You can now open the earring by following the marks on the zombie.
By
doing
            this you will open the earring turning it into an [Ancient Copper
Earring
            (Hollow)] [EXP: 250].

 If you had the memory about the zombie while talking to [Ei-Vene] you can
examine
 Skeleton #42 and reclaim some items. You can also do this if your Intelligence
is high
 enough (16+) and you didn't had the memory flash.

  [ACTION]: Examine Skeleton #42 at X=1850 Y=2000 and follow the directions in
the
            memory. You'll find an item. Examine it to find a couple of useful
items
            [EXP: 250]. [Clot Charm] (x2), [Green Steel Knife] and [Rags].

 Examine the cabinet at X=850 Y=2000 to find the [Mortuary Sanctum Key]. With
this key
 you will be able to reach the 1st floor and the exit. Go back to the 2nd floor
and open
 the gate to the 1st floor.
____________________________________
Area AR0201: The Mortuary, 1st Floor
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Examine Zombie #732 at X=3760 Y=1920 and take the [Tome of Bone and Ash] from
him. If
 you go to the front door you will meet [Soego], a mysterious Dustman. If you
didn't turn
 [Vaxis] to [Dhall], you can now turn him in to [Soego].
__________________________________________________________________________________
_______
 Soego (X=1810 Y=2680)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     16    06    17
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
 Don't try to snap his neck or you will fail and he will raise the alarm.
Instead
try to
 convince him to open the gate for you [EXP: 500]. The center area is guarded by
four
 giant skeletons. If you examine their armor and have a high Intelligence (16+)
you can
 read the symbols in their armor [EXP: 500] and find a way to disenchant them.
First,
 dispel the warding enchantment and then the others. This way, the Giant
Skeleton
will
 collapse giving you some experience points [EXP: 800]. Repeat this with all
skeletons.
 Examine their corpses to find the remains of their enchanted armors which
contain some
 protection spells that you can copy to any Mage Spell Book. After defeating the
four
 skeletons go to the northwestern part and talk to the ghost, [Deionarra].
__________________________________________________________________________________
_______
 Deionarra (X=1070 Y=1030)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     32000 -20   10
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
 She will clue you on a very important part of your past. Pay attention to
everything she
 says. Tell her you feel the stirrings of your memory. Then ask her if she knows
who you
 are. Keep talking about you and you will recover your Raise Dead ability [EXP:
1000].
 Then ask her if she knows how to leave. Ask her in a delicate way and she will
tell you
 about the portals [EXP: 500]. Then leave the Mortuary via the portal that lies
near
 Deionarra's resting place.
_________________
Area AR0206: Tomb
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Pick up the 30 [Copper Commons] and [Penn's Note] before leaving the area. As
soon as
 you enter the Tomb your disguise will disappear. After picking up the items
leave the
 area and you will have reached the Hive.

-------------------------------------
-------
B. THE HIVE
-------------------------------------
-------
______________________________
Area AR0200: The Hive, NE Area
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to any Dabus in the area. The Dabus are the floating white-haired people
that wield
 a hammer and repair any damaged part of the Hive. Anyways, talk to one of them
and, if
 you have a high Intelligence (13+) and a high Wisdom (13+), you can learn their
strange
 language [EXP: 1000]. Talk to any Harlot in the area and ask her about
[Pharod],
you'll
 have to pay her some copper commons to loosen her tongue [EXP: 250]. If you let
[Morte]
 have some fun with her she will teach him some new curses to improve his Litany
of
 Curses special ability. Now find and talk to [Baen the Sender] at X=1000 Y=2340
or near.
__________________________________________________________________________________
_______
 Baen the Sender (X=1000 Y=2340)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     05    09    20
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
  [QUEST]: Find Craddock for Baen the Sender

 Now find the brown-dressed woman running around like mad. She is [Ingress] and
needs
 your help. Talk to her to learn that she needs to find a portal back to her
home. Tell
 her that you will help her.
__________________________________________________________________________________
_______
 Ingress (X=???? Y=????)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     08    08    20
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
  [QUEST]: Find a way to help Ingress

 After talking to [Ingress] go to the Dustman monolith and talk to [Sev'Tai] at
X= 980
 Y=1450 to find that she needs help. Agree to help her.
__________________________________________________________________________________
_______
 Sev'Tai (X=980 Y=1450)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     05    09    20
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
  [QUEST]: Help Sev'Tai get her revenge

 You can talk to [Pox] by the Mortuary entrance to make him smuggle you inside.
You can
 pretend to be dead if you have high Charisma (13+) and be smuggled like that
[EXP: 500]
 or you can be killed to get inside. If you let [Pox] smuggle you into the
Mortuary you
 get some more experience [EXP: 500]. Now talk to ["The Post"] at X=1320 Y=2800.
__________________________________________________________________________________
_______
 "The Post" (X=1320 Y=2800)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     12    08    19
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
 Examine his body to find a [Cobblestone] in his head. Remove it to obtain some
 experience [EXP: 250]. Now examine the graffitti on his body to learn the
direction of
 Pharod's hideout [EXP: 500]. You can also talk to this area's villagers to
receive some
 items and money. Talk to the following villagers to receive rewards:
  - X=1370 Y=1060 Woman: Wait patiently and she will give you a [Silver Ring].
  - X=1500 Y=2170 Woman: She will give you a [Green Steel Dagger].
 Now go to Angyar's House. It is the lower right house, just south of the Tomb.
___________________________
Area AR0103: Angyar's House
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Angyar] but don't threaten or provoke him. Instead talk to his wife.
__________________________________________________________________________________
_______
 Wife-of-Angyar (X=440 Y=320)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     04    08    20
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
 Ask her what's wrong with her husband and she will tell you that he has signed
one of
 the Dustman's Dead Contracts. Agree to help her undo the Contract and she will
tell you
 to seek [Mortai Gravesend] at the Gathering Dust Bar.

  [QUEST]: Free Angyar from his Dead Contract and return it to him and his wife
___________________________________
Area AR0205: The Gathering Dust Bar
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Emoric] and ask him about [Pharod]. Offer your help to find the source
of
 Pharod's bodies. [Emoric] will tell you to seek other collectors to find
Pharod's
 whereabouts.
__________________________________________________________________________________
_______
 Emoric (X=610 Y=570)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     35    08    18
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
  [QUEST]: Find the "source" of Pharod's bodies for Emoric

 You can also talk to [Emoric] to join the Dustmen faction. He will hear your
request and
 then send you to talk to [Norochj].

  [QUEST]: Talk to Norochj for Emoric, and do what Norochj asks of you

 Now talk to [Norochj] at X=1130 Y=860 and mention the posting outside the bar.
He will
 tell you about the problems in the Mausoleum and the way to get into it.
__________________________________________________________________________________
_______
 Norochj (X=1130 Y=860)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     07    08    20
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
  [QUEST]: Look into the matter of the mausoleum's walking dead

 Talk to [Norochj] again and tell him that [Emoric] sent you. He will tell you
about the
 thief disguised as a Dustman. Offer your help in this matter and [Norochj] will
reward
 you should you succeed.

  [QUEST]: Track down a thief disguised as a Dustman

 After talking to [Norochj] talk to [Mortai Gravesend]. You can sign a Dead
Contract with
 him to earn some experience and copper.
__________________________________________________________________________________
_______
 Mortai Gravesend (X=1060 Y=650)
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    09     09     09     09     09     09     07    08    19
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
 Talk to him about Angyar's Dead Contract. Find a way to get the contract; you
can tell
 him that this matter is preventing [Angyar] from reaching the True Death if you
know the
 Dustman philosophy [EXP: 500]. Go back to Angyar's House and tear the contract
in front
 of him [EXP: 750]. Now talk to him and ask him about [Pharod]. He will give you
useful
 information on how to find the Collector [EXP: 500]. He will also let you rest
for free
 in his house. Return to the Gathering Dust Bar and talk to [Mortai Gravesend]
again.
 Tell him you were planning on signing a contract with [Emoric]. He will raise
the
 contract rate a bit. Agree to sign [EXP: 500]. When you finish signing the
contract you
 will earn some more experience [EXP: 250]. Now leave the bar and walk to X=600
Y=1060 to
 find the portal leading to the Mausoleum.
__________________________
Area AR0208: The Mausoleum
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 As soon as you enter the mausoleum a [Guardian Spirit] will approach and talk
to
you.
 You can ask him why is he disturbed and he will tell you about the intruder in
the inner
 chambers. You can help the spirit get rid of the intruder to gain free access
to
the
 Mausoleum.

  [QUEST]: Defeat the intruder in the Mausoleum for the Guardian Spirit

 Beware of the traps while in the Mausoleum. There are many of them. The
Skeleton
Workers
 roam the area but they are fairly easy to defeat. There are also a couple of
Giant
 Skeletons that are harder but not impossible. Search the following containers
for
 treasure:
  ·X=3680 Y=600  - [Rags]
  ·X=3600 Y=720  - [Bandages] (x2)
  ·X=3800 Y=780  - [Clot Charm]
  ·X=3850 Y=1170 - [Copper Commons] (x11)
  ·X=2060 Y=3100 - [Bandages] (x3)
  ·X=1900 Y=3000 - [Heart Charm]
  ·X=3600 Y=1600 - [Bone Charm]
  ·X=3500 Y=1480 - [Rags]
  ·X=3120 Y=1150 - [Bandages]
  ·X=340  Y=2000 - [Silver Ring]
  ·X=1730 Y=1530 - [Copper Commons] (x7)
  ·X=2600 Y=2150 - [Bandages] (x2)
 After collecting all the treasure enter the Necromancer's hideout.
_____________________________________
Area AR0209: Mausoleum, Inner Chamber
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 As soon as you enter the inner chamber, the Necromancer, [Strahan Runeshadow]
will talk
 to you. He will taunt you and then attack you. He is easy to defeat if you use
Morte's
 Litany of Curses. After you defeat him search the room to find some treasure.
Leave the
 Inner Sanctum and the [Guardian Spirit] will approach you and thank you for
taking care
 of his problem. He will also grant you free passage through the Mausoleum and
give you
 valuable experience points [EXP: 2000]. Return to the Gathering Dust Bar and
talk to
 [Norochj]. Tell him that you solved the problem [EXP: 1000] and he will reward
you
 depending on your Charisma: 16+: [Copper Commons] (x300), [Bandages] (x3)
                             13-15: [Copper Commons] (x200)
                             12-: [Copper Commons] (x100)
______________________________
Area AR0400: The Hive, SE Area
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Find three Starved Dogs Barking thugs and kill them. Beware as they are
stronger
than
 ordinary thugs and can give you a headache if you are not careful. Use Morte's
Litany of
 Curses as [Morte] has a high Armor Class and the thugs will find it difficult
to
hit
 him. Once you defeat three of them return to [Sev'Tai] to collect the reward, a
[Copper
 Earring] [EXP: 250]. Talk to the man at X=810 Y=1560 to receive 100 [Copper
Commons].
 Then find and talk to the [Damsel in Distress] near X=2220 Y=650. When she asks
for help
 don't accept immediately. Instead, ask her some questions to learn that it is a
trap.
 Make her confess to earn some easy experience points [EXP: 500]. If you choose
to help
 her you'll be ambushed by 4 Hive Thugs. Talk to [Mourns-for-Trees] at X=2220
Y=570.
 Listen to the problems with the trees and agree to help him [EXP: 500].

  [ACTION]: Talk to [Barking-Wilder] at X=3520 Y=1630 and act crazy enough to
get
his
            attention. Ask him about your journals and he will give you
interesting yet
            mysterious information [EXP: 1000].
__________________________________
Area AR0402: Smoldering Corpse bar
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Drusilla] at X=940 Y=1310 to learn more about the burning man. She
will
tell
 you his name is [Ignus] and she was her lover. He is now a living flame but
there is a
 possibility to bring him back to life. Talk to [Dak'kon] the Githzerai.
__________________________________________________________________________________
_______
 Dak'kon (Githzerai): Lv3 Fighter/Lv3 Mage, Lawful Neutral
    STR    INT    WIS    DEX    CON    CHA    HP    AC    THAC0
    17     13     13     16     16     13     33    02    18
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
ЇЇЇЇЇЇЇ
 Talk to him about the city and you will engage in some kind of debate. After
expressing
 your opinions [EXP: 500] [Dak'kon] will offer to join your group. Accept his
help
 without second thoughts [EXP: 1000]; he is a very valuable companion. Talk to
[Candrian]
 at X=560 Y=1160 now. He is an experienced Planewalker. Mention [Ingress] and he
will
 tell you he can help her. Return to [Ingress] and tell her what you found. Then
return
 and talk to [Candrian]. He will give you Ingress' reward, [Ingress' Teeth], a
useful
 weapon for [Morte] [EXP: 750]. Talk to [Candrian] again and ask him about the
Negative
 Material Plane. He will give you a [Negative Token]. Then talk to [Ebb
Creakknees]. He
 has interesting information regarding Sigil and some ancient wars. Then talk to
[Alais]
 and ask him about the patrons of the bar. He will tell you about Ebb. Explain
to
him
 what planes of existence are [EXP: 250]. It is now very important that you talk
to O at
 X=1050 Y=870. Ask him about the secrets of existence and he will show you his
powers
 thus increasing your Wisdom by +1. Talk to [Barkis] and he will tell you about
how you
 destroyed the bar fifteen years ago. Eventually, he will sell you your former
eye. Buy
 it and insert it into your eye socket [EXP: 1000] to receive a memory. Thanks
to
the
 memory you will receive 1 extra Unused Proficiency Slot. Ask him about the
patrons and
 he will eventually offer you a little job.

  [QUEST]: Resolve a bar tab

 Talk to [Mochai] at X=2000 Y=1010 and resolve the situation. You can accomplish
this by
 paying part of Mochai's debt, or by poisoning her drink with some [Embalming
Fluid]. If
 you realize she is not a real Dustman you can make her give you some money in
exchange
 for your silence. Go back to [Barkis] to earn some experience points [EXP:
1000]. After
 you get [Dak'kon] in your party talk to [Mourns-for-Trees]. Ask [Dak'kon] to
help with
 the trees and he will accept. Then ask Mourns if the trees have changed. He
will
tell
 you that they did [EXP: 500] and will thank you for your efforts.

  [ACTION]: Talk to any Githzerai Townsperson in the area and let Dak'kon engage
in
            conversation. After they finish talking speak to [Dak'kon] and ask
him about
            the githzerai expressions. He will tell you the story of his past
and
how he
            met you long ago [EXP: 3000]. As [Dak'kon] tells you his story you
will
            recall a memory [EXP: 6000].
______________________________
Area AR0400: The Hive, SW Area
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Find [Ash-Mantle] near X=2230 Y=1990 and talk to him. You will discover he is
the thief
 [Norochj] is looking for. If you notice him as he tries to pickpocket you,
observe his
 movements [EXP: 1250]. You must have a high Dexterity (16+) to be able to
notice
him.
 Then grab his hand and tell him not to repeat his act in Sigil ever again.
Return to
 [Norochj] and collect the reward. He will reward you with [Copper Commons]
(x200) and
 some experience points [EXP: 750]. Then talk to [Emoric]. He will give you
another quest
 to complete before joining the faction.

  [QUEST]: Speak to Awaiting Death on behalf of Emoric

 Do what you're asked and convince him that he must not search for death yet.
You
can
 accomplish this by showing him that you die and reborn. Kill yourself so that
he
sees
 that death is not always a release [EXP: 500]. Then go and talk to [Emoric] and
tell him
 what you think [EXP: 250]. He will give you another quest.

  [QUEST]: Speak to Sere on behalf of Emoric

 Talk to [Sere the Skeptic] and find out what bothers her. Tell her what you
think [EXP:
 500] and return to [Emoric]. Tell him what you spoke with Sere [EXP: 500] and
he
will
 give you the last quest.

  [QUEST]: Find Soego for Emoric

 Return to the market area and talk to [Craddock] at X=2090 Y=1040. Deliver
Baen's
 message and [Craddock] will give you a new quest.

  [QUEST]: Find Jhelai for Craddock

 Return to [Baen the Sender] to collect the reward [EXP: 500]. He will give you
some
 [Copper Commons], depending on your Charisma. Now go to the SE Area of the Hive
and find
 Jhelai in the street near X=1140 Y=1830. Talk to him and deliver Craddock's
message. He
 will insult [Craddock] and tell you to repeat to him what he said [EXP: 250].
Return to
 [Craddock] and pass Jhelai's message [EXP: 250]. He will enrage and unleash a
series of
 insults and curses thus increasing Morte's Litany of Curses. Offer yourself to
replace
 [Jhelai] for the day to earn some [Copper Commons]. Now find and talk to
[Reekwind] at
 X=2660 Y=1000. He will tell you about his curse problem and ask you to help
him.

  [QUEST]: Remove Reekwind's "curse of stench"

 Tell him your story to earn some experience points [EXP: 1000] and he will
reward you
 with a [Clipped Copper Charm]. Now talk to the [Crier of Es-Annon] at X=530
Y=1860. He
 will tell you about the destruction of the city of Es-Annon. Suggest a way to
record
 Es-Annon's in a tombstone. Agree to help him find a suitable stone to record
the
name.

  [QUEST]: Find a tombstone for the Crier of Es-Annon

 Go to the NE Area of the Hive and talk to [Death-of-Names] by the Dustman
monolith. Bury
 the name of Es-Annon [EXP: 500] and then return to the [Crier of Es-Annon] to
inform him
 of your deeds [EXP: 500]. Now walk north to the NW Area.
______________________________
Area AR0400: The Hive, SW Area
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to the man at X=1450 Y=480 to receive a [Scroll of Magic Missile]. Now
talk
to
 [Mar] at X=1110 Y=1440 and he will ask you to deliver a box to [Ku'atraa].

  [QUEST]: Deliver box to Ku'atraa

 Talk to [Fleece] at X=2040 Y=460. As you are leaving, if you have enough
Dexterity
 (16+), you will notice he is pickpocketing you. Observe his technique [EXP:
1250] then
 recover what he stole from you. Now talk to [Porphiron] at X=1970 Y=880. He
will
tell
 you about his problem. Agree to help him.

  [QUEST]: Retrieve Porphiron's necklace

 Go into the Flophouse in this same area.
__________________________
Area AR0305: The Flophouse
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to the owner [Arlo] and ask about a bed. Then ask him about [Nestor]. He
will ask
 you to take care of [Nestor] for him.

  [QUEST]: Get rid of Nestor for Arlo, the Flophouse Slumlord

 After talking to the slumlord find and talk to [Nestor] at X=200 Y=310. Ask him
about
 his fork and he will tell you that someone stole it. Accept to help him find
his
fork
 and leave the Flophouse.

  [QUEST]: Find Nestor's fork

 Find [One-Ear] in that area at X=1330 Y=650 and talk to him. He is the one who
stole
 Nestor's fork. Confront him and he will attack you. Kill him and take the
[Small
Steel
 Fork]. Take it back to [Nestor] and he will give you [One Ear's Earring] as a
reward
 [EXP: 500]. He will then leave through a portal activated by his fork. Now talk
to Arlo,
 the Flophouse owner and he will let you rest for free in the Flophouse whenever
you want
 [EXP: 500]. The thugs that stole Porphiron's necklace can be found in the SE
Area of the
 Hive. Talk to the leader of the thugs and manage to get the [Prayer Beads]
back.
Now go
 to Ku'atraa's warehouse in that same part of the Hive.
_________________________________
Area AR3009: Ku'atraa's Warehouse
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Ku'atraa] and show him the [Ornate Box]. He will panic and tell you to
deliver
 the box to [Brasken] [EXP: 250]. He will then run off the building.

  [QUEST]: Deliver box to Brasken

 Leave the Warehouse and go to Brasken's Kip in the SW Area of the Hive.
___________________________
Area AR0104A: Brasken's Kip
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Brasken] and tell him about the box. He won't accept it though, and he
will
 tell you the story behind it. He will also tell you to take it to [Shilandra]
near the
 Mortuary.

  [QUEST]: Deliver box to Shilandra

 Leave Brasken's Kip and walk north to the NW Area of the Hive. Talk to
Porphiron
and
 return his [Prayer Beads] [EXP: 1000]. Ask him about his training and he will
offer to
 share his knowledge of weapons with you. He can train you in any weapon kind up
to level
 two. Now go the NE Area of the Hive and go to Shilandra's Kip.
_____________________________
Area AR0306A: Shilandra's Kip
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Shilandra] and ask her about the box. She will tell you everything she
knows
 and will direct you to some kind of priest in a cathedral in the Alley of the
Dangerous
 Angles. She will tell you he is the only one who can dispel the fiend safely
[EXP: 250].

  [QUEST]: Go to cathedral located at the center of the Hive

 Leave this area and head to the Alley of Dangerous Angles.
______________________________________
Area AR0301: Alley of Dangerous Angles
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 If any bandit stops you and ask you to pay some coppers to pass, pay them. You
will have
 the chance to have revenge later. There are three paths to follow in this area,
one for
 each alignment, good, neutral, and evil. You have to choose only one of them.

  --- Path of Good ---
 Talk to [Krystall] at X=670 Y=650 and agree to kill [Rotten William] when she
asks you.

  [QUEST]: Krystall wants Rotten William dead

 Find [Rotten William] at X=2460 Y=1870 and kill him. Return to Krystall and she
will
 reward you [EXP: 1500]. She will now ask you to slay [Blackrose]. Agree to help
her.

  [QUEST]: Krystall wants Blackrose dead

 Find [Blackrose] at X=1330 Y= 480 and kill him. Then return to [Krystall] again
to be
 rewarded [EXP: 1500]. She will reward you with a handful of [Copper Commons].

  --- Path of Neutrality ---
 Talk to [Blackrose] at X=1330 Y=480. He is almost invisible and you can have a
hard time
 trying to spot him. He will make you choose between good, neutrality, and evil.
Choose
 neutrality and he will ask you to eliminate one of the gang leaders.

  [QUEST]: Blackrose wants Krystall dead

 Find [Krystall] at X=670 Y=650 and kill her. Her followers will attack you but
they are
 easy to defeat. Now return to [Blackrose] and he will reward your efforts [EXP:
1500].
 He will now tell you to kill the other gang leader.

  [QUEST]: Blackrose wants Rotten William dead

 Repeat the steps below with [Rotten William] at X=2460 Y=1870 and then return
to
 [Blackrose] to receive more experience [EXP: 1500]. He will now try to engage
you in
 combat. If you tell him you are immortal he will recognize your superiority and
won't
 fight.

  --- Path of Evil ---
 Talk to [Rotten William] at X=2460 Y=1870 and tell him you are passing through.
He will
 ask you to kill [Krystall] in exchange for free passage. Agree to help him.

  [QUEST]: Rotten William wants Krystall dead

 Find [Krystall] at X=670 Y=650 and kill her. Return to [Rotten William] and he
will
 reward you [EXP: 1500]. He will now ask you to kill [Blackrose]. Accept the
job.

  [QUEST]: Rotten William wants Blackrose dead

 Find [Blackrose] at X=1330 Y=480 and kill him. Then return to [Rotten William]
and he
 will reward you with experience [EXP: 1500]. He will then attack you. Show no
mercy and
 kill him.

  [NOTE]: Independently of the path you chose you can accomplish a quest from
other
          character; for example, if you chose the path of good you can talk to
          [Krystall] and then to [Blackrose]. They will both ask you to slay
[Rotten
          William]. Do so and then collect the experience reward from both of
them.

 After you're done with the killing, go into the Burnt Building in the alley.
___________________________
Area AR3012: Burnt Building
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Rauk] and he will ask you to retrieve his three rings. Agree to help
him.

  [QUEST]: Rauk needs you to fetch three rings from his tent

 The rings are located in three different tents in the Alley of Dangerous
Angles.
The
 first one is located in the tent near X=1850 Y=1930. This tent holds the
[Bronze
Ring]
 in the container at X=280 Y=310. You can find the second ring in the tent at
X=2500
 Y=1600 in the container at X=330 Y=250. This container holds the [Silver Ring].
The
 [Gold Ring] can be found in the tent at X=870 Y=750 in the container at X=320
Y=430.
 Return to [Rauk] and give him the rings [EXP: 500]. He will give the rings to
the
 wizards and they will begin the ritual. Something goes wrong and the summoned
Lim-Lim
 will kill the wizards. Pick up the items from their corpses. After you're done
go to the
 Ruined Cathedral in the alley. The entrance is quite hard to spot so you'll
probably
 have to scan with the mouse cursor until you find the door.
______________________________
Area AR3006D: Ruined Cathedral
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Aola], the priest of Aoskar and tell him about the box. Give him the
[Ornate
 Box] and he will dispel the demon [EXP: 1000]. He will keep the ruby as
payment.

  [QUEST]: Talk to Mar about the box

 Talk to [Aola] again and tell him you are interested in becoming a disciple of
Aoskar.
 He will make you perform a series of complex rituals and then you will be
Aoskar's
 disciple. You can buy the [Moridor's Ruby] from him for 300 [Copper Commons].
Leave the
 Alley of Dangerous Angles. While you are leaving, the Lady of Pain will appear
and
 punish you for going against her will by becoming Aoskar's disciple. She will
maze you
 in a parallel dimension.
__________________________
Area AR1900: Player's Maze
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Explore the maze and reach the northern part. Pick up the items there. The
[Bone-
Framed
 Journal] is a part of your journal. To leave the maze you have to go through
the
third
 archway starting from the top right. Then you must go through the same archway
without
 crossing any other. Once you do this you'll reach the true portal that leads
back to
 Sigil. Go to the NW Area of the Hive and talk to Mar at X=1000 Y=700. He will
explain
 why he gave you the box and will reward you with a [Hollow Axe] and some
[Copper
 Commons] [EXP: 1250]. Now head to Ragpicker's Square just north of the NW Area
of the
 Hive.
_______________________________
Area AR0101: Ragpicker's Square
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 You can talk to [Yellow-Fingers] if you want some imformation about [Pharod].
It
is not
 really useful since you have to pay him and the information he gives you can be
obtained
 elsewhere (Probably you already got it). As you try to leave he will try to
pick
your
 pocket. Again, you can watch his motions if you have enough Dexterity [EXP:
200]. Now
 talk to [Ratbone] at X=2310 Y=2340. Talk to him and ask him to train you in the
Thief
 profession. He will charge you 50 [Copper Commons] but you will earn some
experience
 [EXP: 3125]. After that talk to [Nodd] at X=1710 Y=2300. As you are leaving he
will ask
 you to find his sister [Amarysse] that lives in the Hive. Agree to help him.

  [QUEST]: Find Amarysse for Nodd

 Return to the SE Area of the Hive and talk to [Amarysse] at X=2680 Y=2000. Talk
to her
 about [Nodd] and tell her what he said. She will give you 100 [Copper Commons]
to take
 to her brother. Do so and he will reward you with some experience [EXP: 750].
Now talk
 to [Marrow-Friend] at X=1910 Y=1400. Let him bite you to get the [Finger-Bone]
hanging
 from his neck.

  [ACTION]: Use the [Finger-Bone] and try to take the ring out of it. You'll
discover
            that you can't. Instead, replace your finger with the [Finger-Bone]
and the
            ring will come out. It turns out to be [Mempa's Biting Ring].

 Now go into Sharegrave's Kip.
______________________________
Area AR0103C: Sharegrave's Kip
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Sharegrave] and ask him about [Pharod]. Eventually, he will ask you to
find the
 source of Pharod's bodies. Agree to help him and leave his place.

  [QUEST]: Find out where Pharod's corpses are coming from for the man in
Ragpicker's
           Square

 Now go into the building with entrance near X=1400 Y=2470. Inside, you will
find
a
 wizard named [Jarym]. Talk to him and he will ask you to fetch a ruby of great
quality
 for him. Agree to help him.

  [QUEST]: Find a spell ruby for Jarym

 You can get this ruby from Moridor's Box. If you don't have the ruby you can bo
back to
 the cathedral and buy it from [Aola] for 300 [Copper Commons]. Return to
[Jarym]
and
 give him [Moridor's Ruby]. He will reward you with a handful of coins [EXP:
500]. When
 you're done go to the Midwife's Hut.
__________________________
Area AR0102: Midwife's Hut
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Old Mebbeth] and ask her if she's a witch. You can now ask her to
teach
you
 magic. She will ask you to do some favors for her before she teaches you. Agree
to help
 her, of course.

  [QUEST]: Learn the ways of the Art from Mebbeth

  [QUEST]: Find the herbs that Mebbeth needs

 Leave Ragpicker's Square and go to the Hive, SW Area. Talk to the merchant at
X=1280
 Y=1160. He will examine the seed and tell you that he doesn't have that kind of
herb
 [EXP: 500]. He will direct you to a gardener in the Hive. Go to the SE Area of
the Hive
 and talk to [Mourns-for-Trees]. He will tell you he can't help you unless you
make the
 [Black-Barbed Seed] grow. You can do this by willing the seed to grow [EXP:
500]. Return
 to [Old Mebbeth] and will the brambles to get off your body [EXP: 500]. Then
will it to
 become a picture frame [EXP: 750]. She will then ask you to get her wash from
[Giscorl]
 in the Hive market.

  [QUEST]: Get Mebbeth's wash from Giscorl

 Go back to the Hive market and talk to [Giscorl] at X=1390 Y=1020. Ask him
about
 Mebbeth's wash and he will give you [Mebbeth's Wash]. Go back to [Old Mebbeth]
and give
 her the wash [EXP: 500]. She will then tell you the story of [Giscorl], a
careless
 wizard who burned his hands with the Art. She will now ask you to get some ink
from the
 market.

  [QUEST]: Get ink for Mebbeth from Kossah-Jai

 Go to the market yet again and talk to [Kossah-Jai] at X=1600 Y=1190. Ask her
about the
 ink and she will tell you she doesn't sell any ink. However, she knows a fish
that
 bleeds ink. She will tell you to seek [Meir'am] to get that fish.

  [QUEST]: Find Meir'am, get the ink for Mebbeth

 Find [Meir'am] at X=1970 Y=1980 and talk to her. She will tell you to get some
container
 to carry the ink. Probably from one of the merchants in the market. Find and
talk to the
 merchant at X=1580 Y=1000. Tell her what you need and she will give you the
[Battered
 Tankard]. Return to [Meir'am] and she will fill the tankard with ink. Now you
can carry
 the [Ink-Filled Tankard] to [Old Mebbeth].

  [QUEST]: Deliver ink to Mebbeth

 Return to [Old Mebbeth] and deliver the ink [EXP: 1000]. She will now teach you
the Art.
 You will gain some experience for becoming a Mage [EXP: 2000]. Mebbeth will
then
give
 you some basic spells for your Spell Book [EXP: 5000] and will reward you with
a
pair of
 useful [Amber Earrings]. Now that you are a mage you can ask [Dak'kon] to teach
you the
 words of Zerthimon. Read the first circle of Zerthimon and then talk to
[Dak'kon]. If
 you have enough Wisdom you will have understood the words. The following table
shows the
 rewards for understanding the different circles:
  CIRCLE       EXP       REWARD
  First        300       Nothing
  Second       600       [Second Circle of Zerthimon] - Scripture of Steel
  Third        900       [Third Circle of Zerthimon] - Submerge the Will
  Fourth       1500      [Fourth Circle of Zerthimon] - Vilquar's Eye
  Fifth        3000      [Fifth Circle of Zerthimon] - Power of One

 When you reach the stone archway you need to carry a piece of [Junk] to
activate
the
 portal. This way, you'll gain access to the Trash Warrens.
__________________________
Area AR0108: Trash Warrens
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 As soon as you enter the Trash Warrens [Anamoli] will approach you and talk to
you. He
 will insult you. You can avoid a fight with him but if he engages you don't be
afraid to
 pen him in the dead book. Nearly all inhabitants of this area will attack you
so
don't
 be afraid to kill them. There's a portal at X=3290 Y=1090 that activates if you
are
 carrying one or more [Cranium Rat Tails]. This portal leads to a small area
filled with
 Cranium Rats. Beware of their spellcasting abilities. Try to defeat them as
quickly as
 possible. To maximize damage spread your party and have each member attack a
different
 rat. After defeating the rats you can open a crate to find the following
treasure:
 [Copper Commons] (x314), [Silver Frame], [Prickly Club], [Clot Charm] (x2),
[Scroll of
 Magic Missile]. Before reaching the next area you'll have to talk to [Bish]. He
guards
 the entrance to the Buried Village. Talk to him and ask him where to find
[Pharod]. He
 will let you pass withouth fighting [EXP: 1200].
___________________________
Area AR0109: Buried Village
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Uhir] at X=3510 Y=1910. He will ask you to recover his lucky knife
from
the
 catacombs beneath the buried village. Agree to help him.

  [QUEST]: Find and return Uhir's 'lucky knife.'

 Now talk to [Ku'u Yin] at X=2020 Y=1490. He will tell you about his stolen
number. Agree
 to help him and ask him who has his name and number. He will tell you that
[Radine] has
 them.

  [QUEST]: Recover Ku'u Yin's number from Radine

 Find this [Radine] woman at X=2100 Y=2210. Talk to her and convince her to give
you
 Ku'u Yin's number [EXP: 250]. Then return to [Ku'u Yin] and return him his
number.
 [EXP: 2500]. He will realize he no longer needs the number and he will give it
to you.
 Accept it and head to Quint's Shop.
__________________________
Area AR3006C: Quint's Shop
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Talk to [Quint] and ask him about himself. He will offer a little job that
consists of
 finding some kind of necklace that some collector called Gris the Vulture has.
Agree to
 help him.

  [QUEST]: Get Quint's poison charm from the body of Gris



==================================================================================
=======
[04] APPENDIX
==================================================================================
=======
-------------------------------------
-------
A. Quests
-------------------------------------
-------
 ·Find "Pharod"
  LOCATION: X=1500 Y=2350 (The Mortuary, 2nd Floor)
  GIVEN BY: Morte
  From what Morte read from the directions tattooed on my back, I need to find
someone
  named 'Pharod'. I'm not certain where to start looking... hopefully, asking
some of the
  locals in this strange place will allow me to track him down.

 ·Find your missing journal
  LOCATION: X=1500 Y=2350 (The Mortuary, 2nd Floor)
  GIVEN BY: Morte
  From what Morte read from the directions tattooed on my back, I was supposed
to
have a
  journal with me when I woke up in the Mortuary. I better find it - hopefully,
it can
  help me figure out what's going on.

 ·Fetch Embalming Fluid and Needle for Ei-Vene
  LOCATION: X=3150 Y=790 (The Mortuary, 2nd Floor)
  GIVEN BY: Ei-Vene
  A strange woman with taloned hands and tallow-colored flesh on the second
floor
  Mortuary Embalming room mistook me for a zombie and asked me to fetch some
Embalming
  Fluid and Needle and Thread for her. There must be some around the Mortuary.

 ·Fetch Embalming Key for Vaxis
  LOCATION: X=3550 Y=1530 (The Mortuary, 2nd Floor)
  GIVEN BY: Vaxis
  I met a spy disguised as a zombie in the eastern-most Mortuary room, south of
the
  Embalming Room. He asked me to fetch an embalming key for him - in return, he
said he
  would help me escape.

 ·Find Craddock for Baen the Sender
  LOCATION: X=1000 Y=2340 (The Hive, NE Area)
  GIVEN BY: Baen the Sender
  I agreed to deliver a message for a man named Baen the Sender. Baen said the
person I
  needed to deliver the message to was named 'Craddock,' and is said to be an
overseer in
  a marketplace somewhere in the Hive. The only description Baen could give me
of
  Craddock was that he was a 'giant, stern-looking man.' I'll keep my eye out
for
him. If
  I find Craddock, I'll deliver the message, then go back and tell Baen.

 ·Find a way to help Ingress
  LOCATION: Varies (The Hive, NE Area)
  GIVEN BY: Ingress
  I met a madwoman named Ingress running around in the Hive outside the
Mortuary.
She was
  raving about doors and keys, and she claimed that the whole city was a series
of
  portals to other places. She said when she was a young girl, she accidentally
steppped
  through a portal and ended up trapped in the city. If I can find an
experienced
  Planewalker, perhaps he could guide her home.

 ·Help Sev'Tai get her revenge
  LOCATION: X=980 Y=1450 (The Hive, NE Area)
  GIVEN BY: Sev'Tai
  I ran into a strange woman, Sev'Tai, by the Dustman memorial outside the
Mortuary. She
  was mourning the death of her three sisters, who had been attacked by a group
of
  'Chaosmen' called the "Starved Dogs Barking." She asked me to kill three of
their
  number to avenge the death of her sisters, and I agreed. She said her sisters
were
  attacked a few blocks directly south of the Mortuary - I could probably find
these
  'Starved Dogs' there.

 ·Free Angyar from his Dead Contract and return it to him and his wife
  LOCATION: X=440 Y=320 (Angyar's House)
  GIVEN BY: Wife-of-Angyar
  A man named Angyar has signed a Dead Contract with the Dustmen, which will
allow them
  to reanimate Angyar's body after his death for use as an undead servant.
Angyar
regrets
  having signed sorely, which has caused both him and his wife great anguish.
I've
  offered to go speak with the Dustman who dealt with Angyar... Mortai
Gravesend,
who
  should be within the Gathering Dust bar. When I obtain the contract, I'll take
it back
  to Angyar and his wife and give it to them.

 ·Find the "source" of Pharod's bodies for Emoric
  LOCATION: X=610 Y=570 (Gathering Dust Bar)
  GIVEN BY: Emoric
  I spoke with a Dustman named Emoric, who not only knew the collector Pharod,
but he was
  suspicious of Pharod's fresh supply of corpses that he was dropping off at the
  Mortuary. I offered to look into the matter, and Emoric promised to reward me
for
  finding out where the corpses were coming from.

 ·Talk to Norochj for Emoric, and do what Norochj asks of you
  LOCATION: X=610 Y=570 (Gathering Dust Bar)
  GIVEN BY: Emoric
  As part of my quest to find the Dustman faction, Emoric has asked me to speak
to
  Norochj -- also in the Gathering Dust bar -- and do what he asks of me.

 ·Look into the matter of the mausoleum's walking dead
  LOCATION: X=1130 Y=860 (Gathering Dust Bar)
  GIVEN BY: Norochj
  Norochj, a Dustman I met in the Gathering Dust bar, told me of a mausoleum
where the
  dead walk. He wanted me to look into the matter. He said the mausoleum
entrance
was
  north and west of the Dustman memorial outside of the Mortuary. He said I
should go to
  the archway there, make a semicircle over my heart with my right index finger,
then the
  entrance would open. If I can find the problem in the mausoleum and solve it,
then I'll
  return to Norochj and let him know.

 ·Track down a thief disguised as a Dustman
  LOCATION: X=1130 Y=860 (Gathering Dust Bar)
  GIVEN BY: Norochj
  Norochj, a Dustman in the Gathering Dust bar, bade me track down a thief
disguised as a
  Dustman and stop him from further soiling the faction's name with his actions.

 ·Speak to Awaiting Death on behalf of Emoric
  LOCATION: X=610 Y=570 (Gathering Dust Bar)
  GIVEN BY: Emoric
  As part of my quest to join the Dustman faction, Emoric has asked me to speak
to
  Awaiting-Death, who is also in the Gathering Dust bar. It seems that Awaiting-
Death has
  begun to reach for the True Death out of passion, and that I must help him
before the
  way is forever lost to him. Once I find out what ails Awaiting-Death, I am to
return to
  Emoric and tell him what I found.

 ·Speak to Sere on behalf of Emoric
  LOCATION: X=610 Y=570 (Gathering Dust Bar)
  GIVEN BY: Emoric
  As part of my quest to join the Dustman faction, Emoric has asked me to speak
to Sere,
  who is also in the Gathering Dust bar. Emoric tells me that she no longer
holds
the
  Dustman teachings as she once did, and would know why. Once I find out what
ails Sere,
  I am to return to Emoric and tell him what I found.

 ·Find Soego for Emoric
  LOCATION: X=610 Y=570 (Gathering Dust Bar)
  GIVEN BY: Emoric
  Emoric wishes me to find Soego, a Dustman who has undertaken missionary
service
for the
  faction and disappeared. When I find Soego, I am to return to Emoric and tell
him where
  Soego is.

 ·Defeat the intruder in the Mausoleum for the Guardian Spirit
  LOCATION: X=980 Y=580 (Mausoleum)
  GIVEN BY: Guardian Spirit
  I have pledged to help the spirit that guards the Mausoleum. It seems an
intruding
  Necromancer has sealed himself in an inner chamber with powerful wards that
protect him
  from the spirit. He must be the one responsible for the "walking dead" Norochj
is so
  concerned about.

 ·Resolve a bar tab
  LOCATION: X=500 Y=880 (Smoldering Corpse Bar)
  GIVEN BY: Barkis
  Barkis, the barkeep at the Smoldering Corpse Bar, asked me to take care of an
  outstanding bar tab. The victim is named Mochai.

 ·Find Jhelai for Craddock
  LOCATION: X=2090 Y=1040 (The Hive, SW Area)
  GIVEN BY: Craddock
  When I delivered Craddock the message from Baen, he got angry... apparently,
Craddock's
  missing one of his workers, a tiefling drunkard by the name of Jhelai. He said
he's
  most likely stumbling around on the street outside the Smoldering Corpse Bar.
I
said
  I'd go see if I could find him, then come back and let Craddock know.

 ·Remove Reekwind's "curse of stench"
  LOCATION: X=2660 Y=1000 (The Hive, SW Area)
  GIVEN BY: Reekwind
  I met a man named Reekwind, who's been cursed to perpetually excrete foul
bodily odors
  from every orifice. Perhaps I could find a way to help him... he said he was
cursed by
  some fat, balding man who favors dressing in orange. The curse-spitter
probably
lives
  in one of the Upper Wards where Reekwind used to live.

 ·Find a tombstone for the Crier of Es-Annon
  LOCATION: X=530 Y=1860 (The Hive, SW Area)
  GIVEN BY: Crier of Es-Annon
  I encountered a wandering monk in the Hive, who was mourning a destroyed city
called
  Es-Annon. Apparently, he is one of the last citizens of that city, and he now
travels
  the Planes, attempting to keep the memory of the city alive. To free him from
his task,
  I suggested he use a tombstone, and offered to go find a tombstone on which to
carve
  the name of Es-Annon. When I find one, I'll carve the name, then return.

 ·Deliver box to Ku'atraa
  LOCATION: X=1110 Y=1440 (The Hive, NW Area)
  GIVEN BY: Mar
  I have accepted the task of delivering a strange box to a person named
Ku'atraa. Mar
  says this fellow can usually be found down in the southeastern section of the
Hive.

 ·Retrieve Porphiron's necklace
  LOCATION: X=1970 Y=880 (The Hive, NW Area)
  GIVEN BY: Porphiron
  I met a strange man in the Hive with shifting lines on his face - he claims to
be a
  soldier from some religious order, but his vows won't let him raise his hand
in
  violence against another. He said a group of thugs in the Hive had taken his
necklace
  of prayer beads from him. He said he had last seen the thugs by the 'bar that
burns
  inside,' and that they were dressed in red and black. I told him I'd go fetch
his
  necklace for him.

 ·Get rid of Nestor for Arlo, the Flophouse Slumlord
  LOCATION: X=520 Y=470 (The Flophouse)
  GIVEN BY: Arlo
  I've agreed to help the slumlord, Arlo, get rid of a crazy old man named
Nestor. It
  seems the fellow has taken up permanent residence in the Flophouse, and no one
can make
  him leave.

 ·Find Nestor's fork
  LOCATION: X=200 Y=310 (The Flophouse)
  GIVEN BY: Nestor
  I've agreed to help the flophouse loon, Nestor, find his fork. The poor sod
seemed
  quite deranged, carrying around a severed ear in his pocket and talking to it
like it
  could hear him, but I don't suppose it could do any harm to look for a fork
for
him.

 ·Deliver box to Brasken
  LOCATION: X=500 Y=500 (Ku'atraa's Warehouse)
  GIVEN BY: Ku'atraa
  I had a strange encounter with Ku'atraa, who I was entrusted by Mar to deliver
this
  strange box to. Ku'atraa seemed to be afraid of whatever lies within it. When
I
showed
  it to him he became so frightened that he began to babble and then took
flight.
From
  what I could make out from the man's ramblings, he wanted me to take the box
to
someone
  named Brasken, who lives somewhere in the southwestern section of the Hive. I
can only
  hope that this Brasken fellow will clear things up and take this box off my
hands. I
  can't but feel a little bit uneasy every time I look at it.

 ·Deliver box to Shilandra
  LOCATION: X=290 Y=410 (Brasken's Kip)
  GIVEN BY: Brasken
  From my talks with Brasken, I have learned much. It seems I am the unlucky
owner of a
  cursed box, as if I didn't already have enough troubles to deal with. The item
of my
  disdain now has a name. It's called Moridor's Box and it seems that the person
who
  willingly takes possession of the box is cursed to die should the box be
oopened. As to
  the contents, that still remains a mystery. Brasken has suggested I pay a
visit
to
  Shilandra who lives by the Mortuary up in the northeastern section of the
Hive.
Am I
  doomed to forever seek out previous owners of this thing?

 ·Go to cathedral located at the center of the Hive
  LOCATION: X=350 Y=430 (Shilandra's Kip)
  GIVEN BY: Shilandra
  Shilandra has told me much about Moridor's Box... and much of it I did not
wish
to
  hear. It seems that this box contains a fiend high in the ranks of fiend-kind.
Worse
  yet, the spells that bind this fiend are weakening. I fear that soon it may
escape and
  seek retribution for its imprisonment. Shilandra has suggested that I visit a
cathedral
  located in the middle of the Alley of Dangerous Angles. It's hoped that a
higher source
  of power will intervene and banish the fiend before it escapes.

 ·Blackrose wants Krystall dead
  LOCATION: X=1330 Y=480 (Alley of Dangerous Angles)
  GIVEN BY: Blackrose
  Blackrose wants Krystall dead

 ·Blackrose wants Rotten William dead
  LOCATION: X=1330 Y=480 (Alley of Dangerous Angles)
  GIVEN BY: Blackrose
  Blackrose wants Rotten William dead

 ·Rotten William wants Krystall dead
  LOCATION: X=2460 Y=1870 (Alley of Dangerous Angles)
  GIVEN BY: Rotten William
  Rotten William wants Krystall dead in exchange for free passage through the
Alley of
  Dangerous Angles.

 ·Rotten William wants Blackrose dead
  LOCATION: X=2460 Y=1870 (Alley of Dangerous Angles)
  GIVEN BY: Rotten William
  Krystall is dead. Now I have to kill Blackrose for Rotten William.

 ·Krystall wants Rotten William dead
  LOCATION: X=670 Y=650 (Alley of Dangerous Angles)
  GIVEN BY: Krystall
  Krystall wants Rotten William dead in exchange for free passage through the
Alley of
  Dangerous Angles.

 ·Krystall wants Blackrose dead
  LOCATION: X=670 Y=650 (Alley of Dangerous Angles)
  GIVEN BY: Krystall
  Rotten William is dead. Now I have to kill Blackrose for Krystall.

 ·Rauk needs you to fetch three rings from his tent
  LOCATION: X=650 Y=700 (Burnt Building)
  GIVEN BY: Rauk
  Rauk has asked me to retrieve three rings from his tent. From his description,
the
  first is made of gold, the second is made of silver and the third is made of
bronze.
  Now I just need to find Rauk's tent. Rauk seemed to have a simple mind, so
it's
  probably close by.

 ·Talk to Mar about the box
  LOCATION: X=420 Y=360 (Ruined Cathedral)
  GIVEN BY: Aola
  I need to have words with Mar about the trouble he has caused by tricking me
into
  taking that cursed box.

 ·Find Amarysse for Nodd
  LOCATION: X=1710 Y=2300 (Ragpicker's Square)
  GIVEN BY: Nodd
  A Collector named Nodd asked me to find his sister, Amarysse, and speak to her
for him.
  He describes her as an attractive young woman living somewhere in the Hive,
that she
  was fair-skinned with black hair, and always wore blue. I've agreed to help
him.

 ·Find out where Pharod's corpses are coming from for the man in Ragpicker's
Square
  LOCATION: X=600 Y=250 (Sharegrave's Kip)
  GIVEN BY: Sharegrave
  I have agreed to help a man in Ragpicker's Square find out more about Pharod's
  seemingly endless supply of corpses; he has offered to pay me for the
information. He
  also told me that, to find Pharod, I would need to follow the platforms over
the square
  north and west to a gate. The gate should lead to his 'bolt-hole.'

 ·Find a spell ruby for Jarym
  LOCATION: X=300 Y=270 (Jarym's Hut)
  GIVEN BY: Jarym
  A spellcaster named Jarym is searching for a ruby to complete one of his
spells. He has
  promised to make it worth my while if I should bring one to his house in
Ragpicker's
  Square.

 ·Learn the ways of the Art from Mebbeth
  LOCATION: X=230 Y=240 (Midwife's Hut)
  GIVEN BY: Old Mebbeth
  Mebbeth said she would teach me the way of the Art, but she told me I'd have
to
perform
  some errands for her first. Presumably, once they're all complete, she'll
teach
me what
  she knows of the Art.

 ·Find the herbs that Mebbeth needs
  LOCATION: X=230 Y=240 (Midwife's Hut)
  GIVEN BY: Old Mebbeth
  Mebbeth said she would teach me the way of the Art, but she told me I'd have
to
perform
  some errands for her first. She gave me a black-barbed seed and told me to
find
the
  fruit merchant in the Hive market - she said he would have the herbs she
needed.

 ·Get Mebbeth's wash from Giscorl
  LOCATION: X=230 Y=240 (Midwife's Hut)
  GIVEN BY: Old Mebbeth
  Mebbeth sent me on my second errand... she wants me to pick up her wash from
the
  cloth-seller, Giscorl, in the Hive marketplace. She *could* have mentioned it
before I
  left last time.

 ·Get ink for Mebbeth from Kossah-Jai
  LOCATION: X=230 Y=240 (Midwife's Hut)
  GIVEN BY: Old Mebbeth
  Mebbeth needs me to run yet *another* damnable errand for her... it's back to
the
  market again to fetch some ink. She said to speak to a woman named Kossah-Jai
in the
  market square. She's probably the only merchant I *haven't* spoken to yet.

 ·Find Meir'am, get the ink for Mebbeth
  LOCATION: X=1600 Y=1190 (The Hive, SW Area)
  GIVEN BY: Kossah-Jai
  Kossah-Jai had none if the ink that Mebbeth said she had. She told me the only
place
  she knew of to get Mebbeth's ink was from a *brogota-fin,* but she didn't sell
it. She
  said I should try Meir'am, a fishwife who sold her wares on a street just
south
of the
  market.

 ·Deliver ink to Mebbeth
  LOCATION: X=1970 Y=1980 (The Hive, SW Area)
  GIVEN BY: Meir'am
  I finally got the ink from Meir'am, a whole tankard full. Now I can take this
foul mess
  back to Mebbeth... who knows, maybe I can get her to drink it.

 ·Find and return Uhir's 'lucky knife.'
  LOCATION: X=3510 Y=1910 (Buried Village)
  GIVEN BY: Uhir
  A collector named Uhir says he lost his 'lucky knife' down in the catacombs
beneath
  Sigil -- he stabbed a ghoul in the eyes with it and fled. If I happen across
it
I just
  might bring it back to him.

 ·Recover Ku'u Yin's number from Radine
  LOCATION: X=2020 Y=1490 (Buried Village)
  GIVEN BY: Ku'u Yin
  A strange little man has asked me to get his "name and number" back from
Radine, the
  woman who stole them from him. He seems to regard the name and number as a
kind
of
  security against the chaos of the cosmos.

 ·Get Quint's poison charm from the body of Gris
  LOCATION: X=300 Y=420 (Quint's Shop)
  GIVEN BY: Quint
  Quint, the corpse-peddler in the Buried Village, is looking for a poison
charm.
He says
  that a Collector named Gris the Vulture has it. Find Gris, find the charm,
return it to
  Quint.

-------------------------------------
-------
B. Alignments
-------------------------------------
-------
 ___________
 Lawful Good
 ЇЇЇЇЇЇЇЇЇЇЇ
  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
 ЇЇЇЇЇЇЇЇЇЇЇЇ
  Neutral Good characters believe in the balance between law and chaos, but they
lean
  towards performing good actions.
 ____________
 Chaotic Good
 ЇЇЇЇЇЇЇЇЇЇЇЇ
  Chaotic Good characters aren't concerned with structure or order. They are
  individualists who tend toward performing acts of kindness.
 ______________
 Lawful Neutral
 ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
  Lawful Neutral characters believe in order over all other concerns.
 ____________
 True Neutral
 ЇЇЇЇЇЇЇЇЇЇЇЇ
  True Neutral characters believe in maintaining the balance of law and chaos.
They don't
  tip the scales between the two and tend to oppose anyone who does.
 _______________
 Chaotic Neutral
 ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 ___________
 Lawful Evil
 ЇЇЇЇЇЇЇЇЇЇЇ
 ____________
 Neutral Evil
 ЇЇЇЇЇЇЇЇЇЇЇЇ
 ____________
 Chaotic Evil
 ЇЇЇЇЇЇЇЇЇЇЇЇ
-------------------------------------
-------
D. NPCs
-------------------------------------
-------
________              _________                         _        _
NPC NAME              AREA NAME                         X        Y
ЇЇЇЇЇЇЇЇ              ЇЇЇЇЇЇЇЇЇ                         Ї        Ї
"The Post"            The Hive, NE Area                 1320     2800
Aethelgrin            Smoldering Corpse Bar             1370     720
Alais                 Smoldering Corpse Bar             470      1020
Amarysse              The Hive, SE Area                 2680     2000
Anamoli               Trash Warrens                     740      440
Angyar                Angyar's House                    320      400
Aola                  Ruined Cathedral                  420      360
Arlo                  The Flophouse                     520      470
Ash-Mantle            The Hive, SW Area                 2230     1990
Awaiting-Death        Gathering Dust Bar                1180     1070
Baen the Sender       The Hive, NE Area                 1000     2340
Barking-Wilder        The Hive, SE Area                 3520     1630
Barkis                Smoldering Corpse Bar             500      880
Bish                  Trash Warrens                     4060     2430
Blackrose             Alley of Dangerous Angles         1330     480
Brasken               Brasken's Kip                     290      410
Candrian              Smoldering Corpse Bar             560      1160
Craddock              The Hive, SW Area                 2090     1040
Creeden               The Hive, SW Area                 1400     2380
Crier of Es-Annon     The Hive, SW Area                 530      1860
Death-of-Names        The Hive, NE Area                 800      1580
Deionarra             The Mortuary, 1st Floor           1070     1030
Dhall                 The Mortuary, 2nd Floor           1330     1240
Drusilla              Smoldering Corpse Bar             940      1310
Ebb Creakknees        Smoldering Corpse Bar             530      1140
Ei-Vene               The Mortuary, 2nd Floor           3150     790
Emoric                Gathering Dust Bar                610      570
Fleece                The Hive, NW Area                 2040     460
Gaoha                 The Hive, SW Area                 2230     890
Giscorl               The Hive, SW Area                 1390     1020
Guardian Spirit       Mausoleum                         980      580
Ilquix                Smoldering Corpse Bar             680      780
Ingress               The Hive, NE Area                 ????     ????
Iron Nalls            The Hive, SW Area                 2430     1470
Jarym                 Jarym's Hut                       300      270
Jhelai                The Hive, SE Area                 1140     1830
Kossah-Jai            The Hive, SW Area                 1600     1190
Krystall              Alley of Dangerous Angles         670      650
Ku'atraa              Ku'atraa's Warehouse              500      500
Ku'u Yin              Buried Village                    2020     1490
Mar                   The Hive, NW Area                 1110     1440
Marrow-Friend         Ragpicker's Square                1910     1400
Meir'am               The Hive, SW Area                 1970     1980
Mhult                 The Hive, NW Area                 1870     1510
Mochai                Smoldering Corpse Bar             2000     1010
Mortai Gravesend      Gathering Dust Bar                1060     650
Nestor                The Flophouse                     200      310
Norochj               Gathering Dust Bar                1130     860
O                     Smoldering Corpse Bar             1050     870
Old Coppereyes        Gathering Dust Bar                700      900
Old Mebbeth           Midwife's Hut                     230      240
One-Ear               The Hive, NW Area                 1330     650
Porphiron             The Hive, NW Area                 1970     880
Pox                   The Hive, NE Area                 2020     1840
Prophyra              The Hive, SW Area                 2020     910
Quentin               The Hive, NE Area                 1100     1590
Radine                Buried Village                    2100     2210
Ratbone               Ragpicker's Square                2310     2340
Rauk                  Burnt Building                    650      700
Reekwind              The Hive, SW Area                 2660     1000
Rotten William        Alley of Dangerous Angles         2460     1870
Sere the Skeptic      Gathering Dust Bar                1230     630
Sev'Tai               The Hive, NE Area                 980      1450
Sharegrave            Sharegrave's Kip                  600      250
Shilandra             Shilandra's Kip                   350      430
Soego                 The Mortuary, 1st Floor           1810     2680
Strahan Runeshadow    Mausoleum, Inner Chamber          750      700
Tegar'in              Smoldering Corpse Bar             1600     720
Uhir                  Buried Village                    3510     1910
Vaxis                 The Mortuary, 2nd Floor           3550     1530
Wife-of-Angyar        Angyar's House                    440      320
Yellow-Fingers        Ragpicker's Square                1910     2160

-------------------------------------
-------
E. Items
-------------------------------------
-------
This is just an index of all the item names you can find in the game. To view a
more
accurate description see the ITEMS LIST part of this FAQ that comes separate
from
this
document.
_____
  A
ЇЇЇЇЇ
Amber Earrings
Ancient Copper Earring (Closed)
Ancient Copper Earring (Hollow)
Angle-Less Eye
Angyar's Dead Contract
Antler Axe
_____
  B
ЇЇЇЇЇ
Bandages
Battered Tankard
Battle Axe
Battle Axe Of Quality
Black-Barbed Seed
Blood Charm
Blood Fly Charm (Abishai)
Bone Charm
Bone Dagger
Bone-Framed Journal
Brimstone Hammer
Bronze Bracelet
Bronze Ring
_____
  C
ЇЇЇЇЇ
Charcoal Charm
Charm of Infinite Recall
Cleaning Rags
Clipped Copper Charm
Clot Charm
Cobblestone
Copper Earring
Corpse Fly Charm
Corpse Limb #985
Cranium Rat Charm
Cranium Rat Tail
Crescent Hatchet
_____
  D
ЇЇЇЇЇ
Dak'kon's Zerth Armor
Dak'kon's Zerth Blade ("Chained Blade")
Dirty Rat Charm
Divine Censer
Dustman Embalming Charm, Lesser
Dustman Request
Dustman Robes
_____
  E
ЇЇЇЇЇ
Embalming Fluid
Embalming Key
Enchanted Battle Axe
Eyeball
_____
  F
ЇЇЇЇЇ
Fifth Circle Of Zerthimon
Finger-Bone
Fist
Fist Irons
Fourth Circle Of Zerthimon
_____
  G
ЇЇЇЇЇ
Gold Earring
Gold Ring
Green Steel Dagger
Green Steel Knife
_____
  H
ЇЇЇЇЇ
Heart Charm
High Quality Sledgehammer
High Quality Stiletto
Hollow Axe
_____
  I
ЇЇЇЇЇ
Ingress' Teeth
Ink-Filled Tankard
Iron Knuckles
Iron Prybar
Iron Spike
_____
  J
ЇЇЇЇЇ
Jagged Knife
Junk
_____
  K
ЇЇЇЇЇ
Knife
Knot Charm
_____
  L
ЇЇЇЇЇ
Leg Bone Club
_____
  M
ЇЇЇЇЇ
Magus Guard
Mebbeth's Wash
Mempa's Biting Ring
Moridor's Ruby
Morte's Bite
Mortuary Front Gate Key
Mortuary Reminder Message
Mortuary Sanctum Key
Mortuary Task List
_____
  N
ЇЇЇЇЇ
Needle And Thread
Negative Token
Note From Corpse #1201
_____
  O
ЇЇЇЇЇ
Obsidian Earring
Ornate Box
_____
  P
ЇЇЇЇЇ
Penn's Note
Pet Lim-Lim
Poor Quality Mace
Poor Quality Sledgehammer
Poor Quality Stiletto
Prayer Beads
Preparation Room Key
Punch Daggers
_____
  Q
ЇЇЇЇЇ
_____
  R
ЇЇЇЇЇ
Rags
Receiving Log Page
Receiving Room Log Book
Recipe: Blood Bridge
Recipe: Chromatic Orb
Recipe: Identify
Ring Of The Traveler
Rule-Of-Three Earring
Rune Of Armor
Rune Of Greater Warding
Rune Of Lesser Warding
Rune Of Shielding
Rusty Dagger
_____
  S
ЇЇЇЇЇ
Scalpel
Scroll Of Armor
Scroll Of Blindness
Scroll Of Blood Bridge
Scroll Of Blur
Scroll Of Chromatic Orb
Scroll Of Fist Of Iron
Scroll Of Friends
Scroll Of Horror
Scroll Of Ice Knife
Scroll Of Identify
Scroll Of Knock
Scroll Of Luck
Scroll Of Magic Missile
Scroll Of Pacify
Scroll Of Remove Curse
Scroll Of Strength
Scroll Of Swarm Curse
Second Circle Of Zerthimon
Shamanic Rod
Silver Earring
Silver Ring
Skull
Small Steel Fork
Steak Knife
Stiletto
Strahan's Diary
_____
  T
ЇЇЇЇЇ
Tarnished Silver Bracelet
The Number Of Ku'u Yin
The Unbroken Circle Of Zethimon
Third Circle Of Zerthimon
Thrice-Blind Charm
Tome Of Bone And Ash
_____
  U
ЇЇЇЇЇ
_____
  V
ЇЇЇЇЇ
_____
  W
ЇЇЇЇЇ
Whispering Flask
Wooden Club
Work Hammer
_____
  X
ЇЇЇЇЇ
_____
  Y
ЇЇЇЇЇ
_____
  Z
ЇЇЇЇЇ



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FAQ #3 for Planescape: Torment


I T E M S   L I S T
                               ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
                             V E R S I O N   1 . 0 0
                             ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
==================================================================================
=======
                            PLANESCAPE: TORMENT ITEMS LIST
==================================================================================
=======
AUTHOR   : BahamutZero
E-MAIL   : avrompaey@yahoo.com
DATE     : August 28, 2000
VERSION  : 1.00
COMPLETED: 5 %
==================================================================================
=======
T A B L E   O F   C O N T E N T S
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
[01] HEALING ITEMS & CHARMS
[02] EDGED WEAPONS
[03] FIST WEAPONS
[04] CLUBS
[05] HAMMERS
[06] AXES
[07] ARMOR
[08] MAGIC SPELLS
[09] JEWELRY
[10] MISC ITEMS
[11] QUEST ITEMS

==================================================================================
=======
[01] HEALING ITEMS & CHARMS
==================================================================================
=======
________
BANDAGES
ЇЇЇЇЇЇЇЇ
 Special: Heals 3 Hit Points
 Weight: 0

 This is a roll of bandages, useful for stanching minor wounds.
___________
BLOOD CHARM
ЇЇЇЇЇЇЇЇЇЇЇ
 Special: Heals 18 Hit Points
 Weight: 0

 This glistening drop of blood is as hard and smooth as a pearl. When placed on
the
 tongue, it dissolves instantly and spreads through the character's veins and
heart.

 Like its younger cousin, the clot charm, the blood charm stimulates the user's
blood
 into clotting scabbing over existing wounds, healing damage the user may have
suffered
 before consuming the charm. However, while the blood charm's initial healing
effect is
 more powerful than the clot charm, it has no other lasting effects.
__________
BONE CHARM
ЇЇЇЇЇЇЇЇЇЇ
 Special:
  +2 to Armor Class
  +2 to Armor Class vs. Crushing Attacks
  +15% Resistance to Crushing Attacks
 Weight: 0

 This old finger bone charm has been hollowed out and tiny symbols have been
scratched on
 its surface. A user must snap it in two to activate it.

 When snapped, the bone charm temporarily strengthens the user's skeleton and
acts as a
 ward against breaks and fractures. The charms gives the user an overall bonus
to
their
 armor class and additional resistance against crushing attacks.
______________
CHARCOAL CHARM
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Special:
  +50% Resistance to Fire
  +25% Resistance to Magical Fire
 Weight: 0

 This piece of charcoal is a charred bone fragment of some creature, perhaps a
finger
 bone or a talon. Various symbols have been scratched onto its surface... the
scratchings
 are so faint you almost missed them.

 This charcoal charm temporarily protects the user against flames and extreme
heat. To
 use the charm, the charred bone is snapped and both halves are ground to
powder,
then
 the charcoal dust is rubbed over the heart of the user.
________________________
CHARM OF INFINITE RECALL
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Special: Lore Skill set to 100
 Weight: 0

 While practicing, some Mage students discovered a means to condense and store
knowledge
 into a charm form. This particular charm contains the entire resource library
of
the
 famed Charon School of Mages. Unfortunately, the effects of this charm are
fleeting and
 the user is rendered unintelligible for a short period of time.
____________________
CLIPPED COPPER CHARM
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Special:
  Minor Copper Blessing
  +1 to Luck (temporary)
 Weight: 0

 This copper piece has been "clipped"... most of the copper has been shaved off,
no doubt
 to still keep the appearance it is a coin and allowing the 'clipper' to use the
shaved
 copper to make another coin. Although many Hive dwellers practice this
method "making
 money," when the Fated faction practices it, they do so with a frightening
sense
of
 purpose, creating charms that reflect their own miserly natures.

 In order to create these charms, the Fated faction seek out failed business
owners and
 other individuals who once possessed great wealth, then has a reversal of
fortune and
 were left desitute. These individuals are then given enchanted carving blades
and asked
 to "clip a copper" for the Fated in a tedious day-long ritual, which infuses
the
copper
 coin with the last traces of their former luck. The ritual and the nature of
the
 individual clipping the copper allows a minor enchantment to seep into the coin
and
 affect the fortune of the whoever uses it.

 When the clipped copper charm is flipped into the air, it will spill into a
rain
of
 copper pieces, and bestow some luck upon the user.
__________
CLOT CHARM
ЇЇЇЇЇЇЇЇЇЇ
 Special:
  Heals 9 Hit Points
  +5% Resistance to Slashing Attacks
  +10% Resistance to Piercing Attacks
 Weight: 0

 This glistening blood drop is as hard and smooth as a pearl. When placed on the
tongue,
 it dissolves instantly and spreads through the character's bloodstream.

 The charm stimulates the user's blood into clotting and scabbing over existing
wounds,
 healing any minor damage the user may have suffered before consuming the charm.
 Furthermore, as long as the charm is in effect, the player's blood becomes
more "aware"
 of new wounds that occur, especially any attacks that draw blood. The charmed
individual
 becomes more resistant to slashing and piercing attacks, as their blood clots
and scabs
 over the wound as soon as the flesh is torn.
________________
CORPSE FLY CHARM
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Invokes: "Swarm Curse"
 Weight: 0

 This corpse fly looks like it was frozen; it appears to be dead, but you can't
be sure.
 The magic contained within the charm is activated when the insect is consumed.
When
 swallowed, the recipient suddenly becomes extremely nauseous... a few seconds
later, the
 charmed individual expels a stream of insects from their nose and mouth.
Provided the
 charmed individual can keep their wits about them after the casting, the caster
can send
 this cloud to attack a target.
_______________
DIRTY RAT CHARM
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Special:
  +10% Stealth Skill Bonus
  +5% Pickpocket Skill Bonus
  -1 to Charisma
 Weight: 0
 Usable only by Thieves

 This cranium rat tail charm is particularly filthy and smells faintly of vomit.
The tail
 is stiff, like a wire, and it can be bent into different shapes... it would
almost make
 a great lockpick, except it is too thick.

 When this rank charm is consumed, the user temporarily becomes much stealthier
and
 shiftier, giving them a greater chance of success with hiding in shadows and
picking
 pockets. People viewing the charmed individual will detect something unsavory
about him,
 however, reducing first impressions accordingly. This unsavoriness will last
only as
 long as the charm is in effect, however.
_______________________________
DUSTMAN EMBALMING CHARM, LESSER
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Invokes: "Embalming, Minor"
 3 Charges
 Weight: 0
 Usable only on Nameless One and Morte

 This strange metal bracelet has directions inscribed on the side of it. Judging
from the
 crude text, it appears that the bracelet works by being held by a living
creature, then
 while pronouncing a mantra to the 'True Death,' it is touched to the forehead
of
a
 zombie or skeleton. When this is done, the minor enchantment held within the
item
 spreads through the corpse, strengthening their bones, killing traces of corpse
rot
 and/or grave mold, and helping to seal minor tears in the skin.
_______________
EMBALMING FLUID
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Special:
  +2-8 to Hit Points
  +1 to Armor Class
 Weight: 1
 Usable only by the Nameless One and Morte

 This is a sealed jar of embalming fluid. It is used as a preservative for dead
bodies.
 As an added benefit, the smell of the fluid is more than sufficient to mask the
smell of
 any rotting bodies it is used on. Effects are temporary.
___________
HEART CHARM
ЇЇЇЇЇЇЇЇЇЇЇ
 Special:
  Heals 27 Hit Points
  Reduces Fatigue
  +10% Resistance to Slashing Attacks
  +20% Resistance to Piercing Attacks
 Weight: 0

 This glistening drop of blood is as hard and smooth as a pearl. When placed on
the
 tongue, it dissolves instantly and spreads through the character's veins and
heart.

 The heart charm is more powerful than the blood and clot charms, and it heals a
number
 of wounds instantly, even serious or critical injuries. Furthermore, the user
will also
 gain a rush of energy, removing any fatigue they may be otherwise feeling.
_________________
NEEDLE AND THREAD
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Special: Heals 6 Hit Points
 Weight: 0

 This is a spool of thread and a small bone needle. They look like they're used
for
 stitching up wounds... in living or dead bodies. When used on a creature, it
heals 6 hit
 points of damage.
________________
WHISPERING FLASK
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Invokes: "Aid"
 Special: +2 to Strength
 Usable only by Githzerai

 This container holds a peculiar powder called "Whispering Motes" (loose
translation of
 the Gith expression), a form of healing powder commonly used by the githzerai
on
the
 Plane of Limbo. When the stopper is pulled and the spice touched on the skin of
a
 wounded person, the spice travels through the injured person's body, generating
raw
 matter to fill up the "holes" in his physical form, no matter how small or
large. In
 order for the spice to work, the user must concentrate on its healing
effects...
with
 the proper discipline, a practiced githzerai can even heal the greatest of
wounds. In
 addition to its curative properties, it is also the element in several of their
rites of
 passage... it is believed that the spice also fills in the "holes" in a
person's
psyche,
 removing doubts and giving them focus and purpose.

==================================================================================
=======
[02] EDGED WEAPONS
==================================================================================
=======
___________
BONE DAGGER
ЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-6 Piercing
 Enchanted: +1
 Special: +1 Piercing Damage
 THAC0: +1
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 The blade of this dagger seems to be made from the bone of some creature. The
edge of
 this blade is extremely sharp.
_______________________________________
DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 2-9 Slashing
 Special: +1 to Armor Class
 THAC0: +1
 Speed: 7
 Weight: 5
 Proficiency: Edged
 Usable only by Dak'kon

 On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo
 itself is a soupy mass of elements, and only through force of will can the
githzerai
 shape these elements into stable matter.

 A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's
 blade is composed of this substance; through mental discipline alone, Dak'kon
maintains
 the integrity of the blade. He can shape it slightly depending on his skill,
adjusting
 its length, sharpness of the edge. Presumably as he gains levels, he may be
able
to
 manipulate the blade in new ways.

 It is not known whether all githzerai zerth carry such weapons. Certainly a
weapon that
 depends on the integrity of the wielder would be entrusted only to those who
have
 learned to discipline themselves.

 This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound
 a series of parchments around the hilt of the blade. These appear to be mantras
 dedicated to Zerthimon.
__________________
GREEN STEEL DAGGER
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 2-5 Piercing
 Speed: 1
 Weight: 0
 Proficiency: Edged
 Not usable by Priests

 This slim dagger has been forged out of the famed Baatorian Green Steel. Found
only in
 the wastelands of Avernus, this peculiar green ore can be tempered into metal
much
 lighter than normal steel. In addition, Green Steel weapons tend to retain
their
 remarkably fine edges and are capable of dealing out more damage than their
standard
 counterparts.
_________________
GREEN STEEL KNIFE
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-4 Piercing
 Speed: 1
 Weight: 0
 Proficiency: Edged
 Not usable by Priests

 This razor sharp knife has been forged out of the famed Baatorian Green Steel.
Found
 only in the wastelands of Avernus, this peculiar green ore can be tempered into
metal
 much lighter than normal steel. In addition, Green Steel weapons tend to retain
their
 remarkably fine edges and are capable of dealing out more damage than their
standard
 counterparts.
_____________________
HIGH QUALITY STILETTO
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-4 Piercing
 Speed: 1
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This slim dagger is a beauty among its kind. It is a one-handed thrusting
weapon.
____________
JAGGED KNIFE
ЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-3 Slashing
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This hooked knife has a thick double-edged blade and a curved wooden handle.
Judging
 from the shape of the blade, it looks like this knife is used primarily as a
surgical
 tool.
_____
KNIFE
ЇЇЇЇЇ
 Damage: 1-3 Piercing
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This knife has a four-inch blade, with a plain handle of bone.
_____________________
POOR QUALITY STILETTO
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-2 Piercing
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This squat dagger, whil ideally a thrusting weapon, looks like it would be
better used
 as a paperweight. It is not sharp or well-balanced, and might actually hinder
you in
 combat
____________
RUSTY DAGGER
ЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-3 Piercing
 Special: Fragile, Breakable
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This is a small rusty dagger. Its blade is chipped and the hilt is loose; it
doesn't
 look like it will stand up to repeated use without breaking.
_______
SCALPEL
ЇЇЇЇЇЇЇ
 Damage: 1-3 Piercing
 Speed: 1
 Weight: 0
 Proficiency: Edged
 Not usable by Priests

 This simple surgical cutting tool looks like it's seen a lot of use.
________________
SMALL STEEL FORK
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-2 Piercing
 Speed: 2
 Weight: 1
 Proficiency: Edged
 Not usable by Priests

 This fork is definitely no prize piece of cutlery. Its steel finish is
scratched
and
 slightly bent and its tines are crusted with dirt.

==================================================================================
=======
[03] FIST WEAPONS
==================================================================================
=======
____
FIST
ЇЇЇЇ
 (Default Weapon)
 Damage: 1-3 Crushing
 Speed: 1
 Weight: 0
 Proficiency: Fists

 Your punches are lethal; you CAN kill with repeated blows. As long as you have
not
 filled up all your quick weapon slots, you can always select 'fist' as your
current
 weapon.
__________
FIST IRONS
ЇЇЇЇЇЇЇЇЇЇ
 Damage: 2-4 Crushing
 Speed: 1
 Weight: 1
 Proficiency: Fists
 Not usable by Mages

 This crude iron bar is designed to slip over the fist, with the thick portion
resting in
 the palm and the iron ring facing outwards, over the knuckles. While wearing
these fist
 irons, a single punch can shatter someone's jaw.
______________
INGRESS' TEETH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-6 Crushing
 Speed: 4
 Weight: 1
 Proficiency: Fists
 Usable only by Morte

 This is a handful of Ingress' living teeth. Apparently, they didn't want to go
with her
 back through the portal to her home plane. They rattle amongst themselves
whenever they
 are held close together; they remind you of a bunch of creepy ivory hopping
bugs.
______________
INGRESS' TEETH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-6 Piercing
 Speed: 4
 Weight: 1
 Proficiency: Fists
 Usable only by Morte

 This is a handful of Ingress' living teeth. Apparently, they didn't want to go
with her
 back through the portal to her home plane. They rattle amongst themselves
whenever they
 are held close together; they remind you of a bunch of creepy ivory hopping
bugs.
______________
INGRESS' TEETH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-6 Crushing
 Enchanted: +1
 Special: +1 Crushing Damage
 THAC0: +1
 Speed: 4
 Weight: 1
 Proficiency: Fists
 Usable only by Morte

 This is a handful of Ingress' living teeth. Apparently, they didn't want to go
with her
 back through the portal to her home plane. They rattle amongst themselves
whenever they
 are held close together; they remind you of a bunch of creepy ivory hopping
bugs.
______________
INGRESS' TEETH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-6 Piercing
 Enchanted: +1
 Special: +1 Piercing Damage
 THAC0: +1
 Speed: 4
 Weight: 1
 Proficiency: Fists
 Usable only by Morte

 This is a handful of Ingress' living teeth. Apparently, they didn't want to go
with her
 back through the portal to her home plane. They rattle amongst themselves
whenever they
 are held close together; they remind you of a bunch of creepy ivory hopping
bugs.
____________
MORTE'S BITE
ЇЇЇЇЇЇЇЇЇЇЇЇ
 (Default Weapon)
 Damage: 1-3 Piercing
 Speed: 1
 Weight: 0
 Proficiency: "Fists" (Don't ask)

 Morte's bite is lethal, and he CAN masticate someone to death. As long as his
quick
 weapon slots are not all filled, Morte can always select bite as his current
weapon.

==================================================================================
=======
[04] CLUBS
==================================================================================
=======
________________
CORPSE LIMB #985
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-6 Crushing
 Speed: 4
 Weight: 3
 Proficiency: Clubs
 Not usable by Mages

 This arm snapped clean off corpse #985 when it, uh, accidentally toppled. As
much as the
 corpse's knee was rotted clean through, it looks like the combination of thick
 applications of embalming fluid and rigor mortis has made this arm almost as
hard as
 wood. If you needed to, you could either use it to shake someone's hand from a
distance
 or use it to bash their skull in.
___________
IRON PRYBAR
ЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-6 Crushing
 Speed: 4
 Weight: 3
 Proficiency: Clubs
 Usable only by Fighters and Thieves

 This iron prybar can be used to pry open doors, chests, and even the occasional
 reluctant ribcage. It also makes a good bludgeoning weapon when there's no time
for
 subtlety.
___________
WOODEN CLUB
ЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-6 Crushing
 Speed: 4
 Weight: 3
 Proficiency: Clubs
 Not usable by Mages

 This crude wooden club has seen better days, but it still looks sturdy enough
to
be used
 as a weapon.

==================================================================================
=======
[05] HAMMERS
==================================================================================
=======
___________
WORK HAMMER
ЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-6 Crushing
 Speed: 6
 Weight: 6
 Proficiency: Hammers
 Usable only by Fighters

 This is a heavy work hammer. It has a long handle and a metal head that looks
like it
 could shape steel and crush skulls with ease.

==================================================================================
=======
[06] AXES
==================================================================================
=======
__________
BATTLE AXE
ЇЇЇЇЇЇЇЇЇЇ
 Damage: 1-8 Slashing
 Speed: 7
 Weight: 7
 Proficiency: Axes
 Usable only by Fighters

 This huge axe is a double-bladed weapon topped with a spike. The edges are
razor-
sharp,
 and the long handle allows the wielder to put considerable force into the
swing.
________________
CRESCENT HATCHET
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Damage: 2-7 Slashing
 THAC0: -1
 Speed: 10
 Weight: 10
 Proficiency: Axes
 Usable by Fighters only

 This huge hatchet has a crescent-shaped head. Although an intimidating weapon,
it looks
 more decorative than functional: not only is it extremely heavy, but the
balance
is poor
 and the edge is dull and pitted. Despite the difficulty in using the hatchet in
combat,
 the long handle allows the wielder to put considerable force into the swing.

==================================================================================
=======
[07] ARMOR
==================================================================================
=======
_____________________
DAK'KON'S ZERTH ARMOR
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Armor Class: 5
 Weight: 25
 Usable only by Dak'kon

 Dak'kon's ceremonial zerth armor. It is fashioned of interlocking metal rings,
formed of
 the same substance that Dak'kon's blade is made of. (Unlike the blade, however,
it does
 not appear that the armor changes based on the mental state of the wielder.)
The
armor
 is worn over a padded red tunic, and spiked bracers and shoulder pads have been
added to
 give greater protection to the arms and upper body.

 While Dak'kon's armor is similar to chain mail, it is lighter and more
flexible,
 allowing him to wield his sword more effectively. It seems that when the sword
and armor
 are used in tandem, the armor actually becomes lighter in weight and more
flexible, more
 like cloth than chain mail. Whether this is a unique property of karach, or
whether this
 is some magical effect of the two items, is unknown.
_____________
DUSTMAN ROBES
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Special: Disguises user as a Dustman
 Weight: 5
 Usable only in the Mortuary

 These frayed robes are commonly worn by members of the Dustmen faction. They
have an
 old, musty smell about them, and they don't fit you very well. You doubt the
Dustman
 disguise will hold up under scrutiny -- and certainly not if the Dustmen are
looking for
 an intruder.

==================================================================================
=======
[08] MAGIC SPELLS
==================================================================================
=======
_____________
RUNE OF ARMOR
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Invokes: "Armor"
 Teaches user "Armor"
 Level: 1 / Wizard
 Range: 0
 Duration: Until destroyed by damage
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 5
 Usable only by Mages

 Upon closer examination of this breastplate, you realize you didn't mar the
warding rune
 beyond recognition. In fact, unlike the other breastplates, the spell that
maintained
 the integrity of the giant skeleton is mostly intact, so much so you could
either cast
 the runes as a spell or copy them into a spell book and keep it as a part of
your
 arsenal. Either casting or copying the spell will destroy the breastplate,
however.
_______________________
RUNE OF GREATER WARDING
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Invokes: "Shield"
 Teaches user "Shield"
 Level: 1 / Wizard
 Range: 10 feet
 Duration: 25 sec. / level
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 5
 Usable only by Mages

 Upon closer examination of the runes covering the surface of this breastplate,
you think
 you might be able to unlock the rune's power and use it to invoke a primitive
warding
 enchantment, similar to the one that protected the giant skeleton. Activating
the rune
 will destroy the breastplate, however.
______________________
RUNE OF LESSER WARDING
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Invokes: "Armor"
 Teaches user "Armor"
 Level: 1 / Wizard
 Range: 0
 Duration: Until destroyed by damage
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 5
 Usable only by Mages

 Upon closer examination of the runes covering the surface of this breastplate,
you think
 you might be able to unlock the rune's power and use it to invoke a primitive
warding
 enchantment, similar to the one that protected the giant skeleton. Activating
the rune
 will destroy the breastplate, however.
_________________
RUNE OF SHIELDING
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Invokes: "Shield"
 Teaches user "Shield"
 Level: 1 / Wizard
 Range: 10 feet
 Duration: 25 sec. / level
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 5
 Usable only by Mages

 Upon closer examination of this breastplate, you realize you didn't mar the
warding rune
 beyond recognition. In fact, unlike the other breastplates, the spell that
maintained
 the integrity of the giant skeleton is mostly intact, so much so you could
either cast
 the runes as a spell or copy them into a spell book and keep it as a part of
your
 arsenal. Either casting or copying the spell will destroy the breastplate,
however.
______________
SCROLL OF BLUR
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Allows user to cast "Blur"
 Allows user to copy "Blur" into Spell Book
 Level: 2 / Wizard
 Range: 0
 Duration: 15 seconds + 5 seconds per level
 Speed: 2
 Area of Effect: The caster
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 The blurring of form and spirit causes one to be hard to see or touch, granting
a great
 advantage in battle.

 Blur causes the wizard's form to shift and blur, making it much more difficult
to attack
 the caster: It causes all incoming attacks to be made at -3 penalty and grants
the
 wizard +1 on all saving throws.
_______________________
SCROLL OF CHROMATIC ORB
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Allows user to cast "Chromatic Orb"
 Allows user to copy "Chromatic Orb" into Spell Book
 Level: 1 / Wizard
 Range: 50 feet
 Duration: Special
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: Neg.
 Weight: 0
 Usable only by Mages

 Long are the debates about the spectrum of color in the multiverse. "This blue
is better
 than yellow!" "Pike it, berk! Of course White is the true color!" And while in
the end,
 many generally agree that a color's greatness is in the eye of the beholder,
this spell
 establishes the fact that some colors are deadlier than others.

 This summons a large, magical Orb of Color, which can then be hurled at a
target
using
 the caster's normal Attack roll +3. The color of the Orb changes depending on
the
 caster's level.

 Level: 1 White
 Damage: 1-4 pts.
 Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC

 Level: 2 Red
 Damage: 1-6 pts.
 Special Power: 10 sec: -1 Strength, -1 Dexterity

 Level: 3 Orange
 Damage: 1-8 pts.
 Special Power: Additional 1-4 pts. of fire damage

 Level: 4 Yellow
 Damage: 1-10 pts.
 Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC

 Level: 5 Green
 Damage: 1-12 pts.
 Special Power: Stun for 10-25 sec.

 Level: 6 Turquoise
 Damage: 2-8 pts.
 Special Power: Unconscious for 10-25 sec.

 Level: 7 Blue
 Damage: 2-16 pts.
 Special Power: Paralyzed for 30-100 sec.

 Level: 10 Violet
 Damage: Paralysis
 Special Power: Petrification

 Level: 12 Black
 Damage: 4-40 pts.
 Special Power: Paralysis for 10-40 sec.
___________________
SCROLL OF ICE KNIFE
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Allows user to cast "Ice Knife"
 Allows user to copy "Ice Knife" into Spell Book
 Level: 2 / Wizard
 Range: 50 ft.
 Duration: Instant
 Speed: 2
 Area of Effect: Special
 Saving Throw: Neg.
 Weight: 0
 Usable only by Mages

 Daggers of ice can be conjured that not only strike the intended target but can
spread
 cold as ice in water.

 This spell fires a magical ice dagger at a target. The caster must successfully
hit with
 his normal missile attack roll. A successful hit causes 2-8 pts. of damage per
dagger.
 When the ice knife strikes a solid object or a creature, the knife shatters,
releasing a
 wave of numbing cold. All creatures w/in a 5' radius must make a successful
saving throw
 vs. paralyzation or suffer 1-4 pts. of cold damage and have a -2 penalty to
their attack
 rolls. If the attack roll misses, the Ice Dagger will 'fall to the ground' 2
feet past
 (using the same trajectory that it originally took) the intended target. The
Ice
dagger
 will then remain on the ground for 2 seconds. If any creature touches this ice
dagger
 during that time it will immediately shatter, and emit a cold wave (as above).
If not,
 then after the elapsed time it will melt away. Finally, the caster gains 1
additional
 Ice Dagger for every 2 levels after 3rd level, for a maximum of 5 Daggers. The
 subsequent Daggers can be fired off by a subsequent 'click' on the same (or
another)
 target.
______________
SCROLL OF LUCK
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Allows user to cast "Luck"
 Allows user to copy "Luck" into Spell Book
 Level: 2 / Wizard
 Range: 30 feet
 Duration: 5 seconds per level
 Speed: 2
 Area of Effect: 1 creature
 Saving Throw: Neg.
 Weight: 0
 Usable only by Mages

 Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's
Luck for
 a short duration.

 This spell grants a 2-8 point bonus to the target's Luck for 5 seconds per
level
of the
 caster. This bonus increases the chance for success in various efforts such as
 Attacking, Thieving Skills, or Saving Throws and the like.
_______________________
SCROLL OF MAGIC MISSILE
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Allows user to cast "Magic Missile"
 Allows user to copy "Magic Missile" into Spell Book
 Level: 1 / Wizard
 Range: 80 ft. + (30 ft. / level)
 Duration: Instant
 Speed: 1
 Area of Effect: 1 creature
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 This spell shapes arcane energies into unerring missiles. The greater your
skill, the
 more missiles you can hurl from your body.

 The spell summons a magical missile that strikes its target unerringly for 2-5
pts. of
 damage with no saving throw possible. In addition, the caster gains 1 extra
missile
 every 2 levels, for a total of 5 missiles at level 9.
__________________
SCROLL OF STRENGTH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Allows user to cast "Strength"
 Allows user to copy "Strength" into Spell Book
 Level: 2 / Wizard
 Range: Touch
 Duration: 60 mins per level
 Speed: 2
 Area of Effect: Person touched
 Saving Throw: None
 Weight: 0
 Usable only by Mages

 Grants immense strength to the weak - or greater strength to the strong.

 This spell increases the target's Strength score by a certain number of points
(or
 tenths of points above 18) which will still be qualified by race/class
restrictions. The
 spell cannot bestow a Strength of 19 or greater. The bonus is as follows:
 Priest         1d6 Points
 Rogue          1d6 Points
 Warrior        1d8 Points
 Wizard         1d4 Points

==================================================================================
=======
[09] JEWELRY
==================================================================================
=======
_______________________________
ANCIENT COPPER EARRING (CLOSED)
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0
 Unusable (Closed)

 This copper earring looks ancient. Oddly enough, there doesn't seem to be a
hook
or any
 means of actually attaching it to your ear. A series of strange grooves have
been carved
 on the inside of the earring, however, which might merit a closer examination.
_______________________________
ANCIENT COPPER EARRING (HOLLOW)
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This ancient copper earring has a series of grooves cut along the inside.
Although there
 doesn't appear to be an obvious way to wear it, it can be unlocked by hooking
your
 fingernail into the third groove from the top and pressing inwards.

 Not only does this allow the earring to be worn, but it also opens up a hollow
 compartment inside the earring where messages or other small items can be
stored. The
 earring might be worth more to a merchant as a result.
_______________
BRONZE BRACELET
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This thick bronze bracelet is heavy, simple, and uninteresting. You could
probably sell
 it to a local merchant for a bit of coin.
___________
BRONZE RING
ЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This crude bronze ring looks like it might have doubled as someone's nose ring
in the
 past. Despite the dents and scratches, it might be worth a few coins to a local
 merchant.
______________
COPPER EARRING
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This crude copper circlet looks like it was the victim of an eager lover... or
something
 that enjoys eating metal... for it is bent on one side and bears teeth marks.
___________
MAGUS GUARD
ЇЇЇЇЇЇЇЇЇЇЇ
 Armor Class: 6
 Weight: 2
 Usable only by Mages

 Considered standard equipment for any adventuring mage, bracelets such as these
can be
 found across the planes. Judging by the markings on this particular bracelet it
appears
 to have been made in a style quite common to Sigil. Various glyphs of warding
are
 meticulously carved along the surface producing an almost hypnotic effect when
looked
 at. When worn this bracelet protects the wearer from normal attacks as if they
were
 wearing scale armor.
______________
NEGATIVE TOKEN
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Special: Ward against Shadows
 Special: Holds Shadow Creatures Temporarily
 Weight: 0

 This is a "negative token": a flat, black disk that appears to have no
substance
to it
 at all. Turning it over reveals that it has no third dimension - there is no
thickness
 to this item at all. It gives you some command over creatures of shadow - you
can
 command them to stand still for a few precious seconds. The more powerful the
shadow,
 the less likely it will obey your command.

 As an added benefit, as long as this token is carried by *any* of your party
members, it
 acts as a ward against shadows. It will not prevent shadows from attacking your
group,
 but the shadows will find it more difficult to harm you while the Token is
carried.
____________
PRAYER BEADS
ЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 1

 This is a necklace of red and black prayer beads. A web of black lines swirls
around the
 edges of the prayer beads as you hold them, moving in some strange pattern you
cannot
 decipher.
_____________________
RULE-OF-THREE EARRING
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Minor Copper Blessing
 Weight: 0

 You received this small earring from folding a note in the mouth of one of the
walking
 corpses in the Mortuary. It's a beautiful earring, but despite its beauty, all
it seems
 to do is remind you how strange this world you've woken up in is.

 This earring carries a minor blessing from one of the gods of wealth on some
backwater
 prime world; when held in the hand and the word "copper" is whispered, it gives
the
 wearer 33 copper commons. This blessing can be used three times before the
enchantment
 is exhausted.
___________
SILVER RING
ЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This simple band of silver has no ornamentation; it may have once been a
wedding
ring.
 Whatever its past purpose, it may be worth a few coins to a local merchant.

==================================================================================
=======
[10] MISC ITEMS
==================================================================================
=======
_____________
CLEANING RAGS
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 1

 This damp mass of rags look like it's been used to mop up blood and other less
savory
 bodily fluids.
___________
COBBLESTONE
ЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 3

 This is a polished cobblestone that was lodged in the zombie's skull. It still
has
 traces of brain matter dripping from it.
____
JUNK
ЇЇЇЇ
 Weight: 1

 This is a collection of junk... small springs, broken bolts, and a cracked gear
or two.
 It looks like someone felt these pieces might be useful one day, but they seem
pretty
 useless to you.
___________
PET LIM-LIM
ЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 5

 This is your pet Lim-Lim.
____
RAGS
ЇЇЇЇ
 Weight: 1

 This thick mass of rags look as if they were torn from a tapestry or someone's
robes.
_____
SKULL
ЇЇЇЇЇ
 Weight: 2

 This is a generic human skull. It is not as talkative as Morte, but perhaps
that's just
 as well.
________________________________
THE UNBROKEN CIRCLE OF ZERTHIMON
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 2
 Usable only by Dak'kon

 This small round stone is the "Unbroken Circle of Zerthimon." The Unbroken
Circle is a
 *zerth* religious text, containing teachings of Zerthimon, the founder of the
githzerai
 people. The Circle is made up of a series of interlocking circles that fold out
from one
 another, depending on which branch the reader wishes to follow in the path of
 teachings... it is said that some zerths spend years poring over the
combinations of the
 plates, looking for new significance in the teachings.

 Dak'kon seems to use the text as a means of focusing his spell casting
abilities, for he
 pores over the tablet occasionally, memorizing the words.

==================================================================================
=======
[11] QUEST ITEMS
==================================================================================
=======
______________________
ANGYAR'S DEAD CONTRACT
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This crisp parchment has a musty smell about it, like it has been stored in an
attic for
 too long. From what you can make out from the tiny, cramped writing, this
document seems
 to be a contract between two parties: The Dustman faction and a man
named "Angyar." In
 exchange for thirty copper pieces, Angyar has signed away the rights to his
corpse to
 the Dustmen, presumably so that they can use him as a worker in the Mortuary.
_______________
DUSTMAN REQUEST
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 A note written on a scrap of dry parchment:

 "Contact the necromancer responsible for Raising contractual worker 42. I know
he's
 examined the skeleton before, but I am certain the initial Raising of the body
was
 warped. The worker still responds to commands, but when it has completed a
task,
it
 resumes pacing in the same circular pattern as it did before.

 "Dhall recently informed me that worker 42 exhibited that same walking pattern
when it
 was a zombie decades ago. There may be a soul echo in the marrow or the
skeleton's age
 may have caused the magic animating him to decay. One of the Initiates
suggested
it may
 be following an order issued by a higher-ranking Dustman in the past, but I
have
found
 no records of such an order.

 "Whatever the reason for its behavior, the matter is to be resolved or the
worker
 replaced."
_____________
EMBALMING KEY
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This long, thin key has a spiral head and smells faintly of embalming fluid. It
looks
 extremely old, and numerous scratches cover its surface.
_______________________
MORTUARY FRONT GATE KEY
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This is a large, unimaginative iron key. For some reason, its somber appearance
reminds
 you of the Mortuary.
_________________________
MORTUARY REMINDER MESSAGE
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This rolled up piece of parchment appears to be some sort of message the
skeleton in the
 Mortuary was supposed to deliver:

 "This is the third and *last* request for the prybar; if it has been misplaced,
*tell*
 me and I shall go to the Hive market and purchase another. I have no objection
to
 mantaining the Contracted workers, but I've been trying to repair the
skeletons,
and the
 bolts are wedged in so tight I can't get them out.

 "Also, some of the locks on the storage cabinets on the third floor have become
stuck
 again due to the heat, and I need the prybar to snap them open as well. If the
prybar is
 indeed lost, I will see about procuring the services of a locksmith and having
the
 cabinet locks replaced.

 "Your aid in the matter would be appreciated,

 An unreadable signature has been scrawled beneath the message.
____________________
MORTUARY SANCTUM KEY
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 1

 This heavy key is a strange fusion of bone and an unidentifiable lood-red
metal.
Its
 jagged C-shaped head looks like its ready to clamp down on whoever holds it.
This key is
 used to open the inner gates in the Mortuary.
__________________
MORTUARY TASK LIST
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 Someone has penned a series of tasks in red ink on this scrap of parchment:

 - I would like the Contracted Workers to be inspected thrice-daily, at the end
of each
 work shift when the new Initiates come on duty. We have experienced too many
Contracted
 collapses while engaged in heavy labor as of late, and I fear the embalming
enchantments
 initially used on the corpses may be decaying or may have been warped somehow.

 - If the Contracted workers could be inspected every eight hours and Raised if
they have
 collapsed, then this would prevent the backlog of shells in the Preparation
Rooms and
 free up more Contracted workers for other duties.

 - I do not wish collapsed bodies to be disposed of; when possible, the original
 Contracted shells are to be Raised and be made to resume their duties.

 - I have included spare embalming charms within the shelves for the Initiates
on
duty.
 They are to be used only when the shells cannot be repaired with stitching,
bandaging,
 or applications of embalming fluid.
______________________
NOTE FROM CORPSE #1201
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This is a foul-smelling note retrieved from the mouth of one of the Mortuary
zombies; it
 looks like it was sewn into the corpse's mouth by accident. Dspite its
condition, the
 writing is legible:

 "Please, to whatever Dustman reads this; I beg of you. I know of my legal
obligation
 under the terms of the Dead Contract, but I am prepared to offer *more* than my
signing
 fee if you will cremate my body rather than Raising it. I have arranged for
this
note to
 be left with my body upon my death. If you are reading this, then please use
this note
 as instructed and accept the result in exchange for my Contracted duty. Let my
Contract
 number serve as the key."

 It looks like the corpse was too late to prevent the Raising... but you notice
that
 beneath the writing is a diagram. It looks like directions for folding the
parchment
 into a strange pattern.
__________
ORNATE BOX
ЇЇЇЇЇЇЇЇЇЇ
 Weight: 2

 This appears to be a small wooden box. Intricate designs etched in gold adorn
the box.
 At one time this box would have been worthy enough to be displayed at any
aristocrat's
 estate. However, years of neglect have taken their toll and it appears to be
falling
 apart. If not for the large ruby mounted to the front of the box, it would be
worthless.

 Feelings of dread seem to emanate from the box.
___________
PENN'S NOTE
ЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This note has been written with remarkable penmanship upon the finest
parchment:

 Vaxis,

 If you are reading this, then you have undoubtedly failed in your task and have
been
 forced to use the escape route I arranged. I told you that your little disguise
idea was
 ridiculous. In any case, you'll need to lay low for a while. The Dustmen may be
deluded,
 but they are not fools, and they will certainly seek retribution for our
intrusion. I've
 left you some coins. Use them to secure a hiding place in the Hive, preferably
in
 Ragpicker's Square. The Dustmen will be unwilling to look for you there.

 Once you have secured a new hiding place, I have a new mission for you: find
out
where
 Pharod is getting those bodies he's delivering to the Mortuary. It's apparently
causing
 the Dustmen a great deal of upset, and I wouldn't mind knowing myself. Reports
are that
 that stone-faced Dustman at the Gathering Dust Bar -- Initiate Emoric, I think
the
 fool's name is -- has been sending out finders to try and mark Pharod's
movements. See
 if you can find out how far along he is and hinder his efforts until we know
more about
 Pharod's activities. I don't want Emoric finding out something before we do.

                                                              - Penn
____________________
PREPARATION ROOM KEY
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 The head of this bronze key has been twisted around itself several times, so
that it
 resembles a screw. If Morte is to be believed, it unlocks one of the doors in
the
 Preparation Room.
__________________
RECEIVING LOG PAGE
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 0

 This ragged page looks like it was cut neatly out of a book. It is written in a
tight,
 crabbed script:

 16537, 5th Night: Drunk -- Chest Wound -- Cause of Death: Mauling/Abishai? --
Collector:
 Pox -- 3 Commons Paid -- No possessions.

 16538, 5th Night: Desiccated Corpse -- Cause of Death: Indeterminable - Age of
Shell
 prevents identification* -- Collector: Pharod -- 3 Commons Paid -- No
possessions
 (Stripped? Knife marks evident from dissection.)

 16539, 5th Night: Scarred Shell -- Cause of Death: Indeterminable (scars do not
appear
 to be cause of death - shock trauma?) -- Collector: Pharod -- 3 Commons Paid --
 Possessions Logged: - Fist Irons - Thirteen Commons - Middle Table, Receiving
Room.

 16540, 5th Night: Desiccated Corpse #2 -- Cause of Death: Indeterminable - Age
of Shell
 prevents identification* -- Collector: Pharod -- 3 Commons Paid -- Possessions
Logged:
 Knife marks evident from dissection, but the dissection was not thorough enough
-
 Copper
 earring found lodged in abdomen; earring has been locked in Southeast
Preparation Room.
 Have an Initiate from the Third Circle examine it; it has strange markings,
like
those
 on Contracted Worker #79.

 16541, 5th Night: Skeleton -- Cause of Death: Indeterminable - Age of Shell
prevents
 identification* -- Collector: Pharod -- 3 Commons Paid -- No possessions
(Stripped?
 Knife marks evident from dissection.)

 * As with the previous entries, these shells Pharod has brought also shows
signs
of
 having been prepared. I have asked that Initiate Emoric launch an investigation
into the
 matter. Furthermore, Entry 16542 is one of Pharod's gang. I have seen the
individual
 before - I would ask Emoric to pay heed to how the man died.

 16542, 5th Night: Tiefling, Male -- Cause of Death: Slash marks/discoloration
of
wounds
 are consistent with grave rot (ghoul claws?) -- Collector: Pharod -- 3 Commons
Paid --
 No possessions (Stripped? Knife marks evident from dissection.)
_______________________
RECEIVING ROOM LOG BOOK
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 2

 This huge log book lists Mortuary procedures in a tight, crabbed script:

  - All shells entering the Mortuary are to be delivered to the Receiving Room
and logged
  with the scribe on duty before being embalmed or cremated.

  - The records are to be checked to determine if the shell is one of the
Contracted, and
  if so, do not prepare the shell. Move the shell to one of the Preparation
Rooms,
  contact the scribe on duty, and notify him that a Contracted shell is to be
Raised.

  - Be certain that a shell is thoroughly stripped of its possessions before
being sent
  to the Preparation Rooms. The Contracted workers are intended for simple
manual
labor
  and do not have the capacity to search and strip a shell.

  - The faction is not responsible for any possessions lost or items stolen by
Collectors
  who have brought the shells to the Mortuary.

  - The shell's possessions are to be stored in the Receiving Room until an
Initiate can
  be sent to claim them. Please catalogue all possessions in the log book.

  Following this list is thousands of entries of bodies that have been sent to
the
  Receiving Room. As you flip through the rest of the book, however, you notice
the last
  page has been cut out.
_______________
STRAHAN'S DIARY
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 1

 This leather-bound tome is cracked and worn with age. Some sort of crest has
been burned
 into the cover. You can make out a series of interlocking triangles centered
around the
 initials SR. The writing upon its pages has faded considerably, but the last
few
entries
 seem to have been penned recently.

 Day 2 of the 127th Year of Factor Hashkar's reign:

 At last, I have found it! The missing page of the Ap'Tarj Grimoire is now in my
 possession. As I had guessed, the page detailed the necessary components for
the
casting
 of the final transformation spell. I have all but one of the components. A drop
of an
 immortal's blood is all that stands between me and the eternal power of
lichdom.
But
 where can I find such a rarity? Perhaps I should seek the answer through
divination.

 Day 14 of the 127th Year of Factor Hashkar's reign:

 After days of taxing divination spells, I finally have my answers. The
divination
 revealed the location of an immortal to be somewhere within an ancient
Mausoleum
located
 in the Hive section of Sigil. I must make haste. I must find this creature and
draw its
 blood before it moves on.

 Day 15 of the 127th Year of Factor Hashkar's reign:

 I have arrived at the Mausoleum. Immediately, I was set upon by a shade that
guards the
 remains of those interred within this place. I managed to elude the spirit and
found my
 way into what appears to have been some sort of inner sanctum. Protected by
some
minor
 wards to prevent any further interruptions by that supernatural twit, I have
set
about
 raising some of the locals to conduct a search for the immortal. If the
divination was
 accurate and the immortal is here, then likely it is interred within one of the
many
 crypts that line these halls. It is only a matter of time now.

 Day 17 of the 127th Year of Factor Hashkar's reign:

 I am not alone. Someone has entered the Mausoleum and is interfering with my
servants.
 Could this be the one I seek? The divination revealed only that I would find
the
 immortal here. Could it be that MY presence in this place has prompted that
which I seek
 to seek ME out? What a delightful twist, I shall have to

 The ink of this last entry is still wet.
____________________
TOME OF BONE AND ASH
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
 Weight: 5

 This worn, leather-bound tome lists diagrams and charts detailing several minor
wards
 and enchantments. There are numerous drawings of skeletons, bones, and the
manner by
 which they may be preserved over time.

 Of particular interest is the section regarding "guardians." Apparently, the
Dustmen
 animate corpses of fallen giants to serve as guardians for the Mortuary. To
make
them
 even deadlier, armoring enchantments are woven into their breastplates to help
shield
 them from attacks.

 The book is much too complex for you to absorb all at once, but it looks as if
you could
 refer to certain sections when the need arises.



Top of page | 



FAQ #4 for Planescape: Torment


Planescape: Torment (PC)

                                 Items Listing
                             Version 1.0 (6-16-00)

                     by Dan Simpson (manymoose@hotmail.com)


                                 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 Items (0.4)" or just "Torment Items, 0.4" or some such.

         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.

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

  Armors
  Axes
  Blades
  Blunt Weapons
  Bolts
  Bracelets
  Daggers
  Earrings
  Eyeballs & Lenses
  Fist Weapons
  Misc Items
  Quest Items
  Rings
  Scrolls
  Spells
  Tattoos
  Teeth
  Useless Items

  Final Words...


--------------------------------------------------------------------------------
Armors
--------------------------------------------------------------------------------

ANNAH'S VEST
Armor Class: 8
Weight: 10
Usable only by Annah

Annah's vest is similar to leather armor, but it seems more flexible and allows
her greater freedom of movement. You're not certain what creature's hide (if
any) was used to make the vest, but it seems durable enough. Three straps help
secure the front, and a staggered series of bracers run down the left arm. If
necessary, Annah can slip her punch daggers into the bracers to conceal them.


BODICE OF THE GODLESS PRIESTESS
Armor Class: 5
Special:
   Memorize 3 Additional 1st Level Priest Spells
   Memorize 2 Additional 2nd level Priest Spells
Weight: 5
Usable only by Fall-From-Grace

This is a bodice much like the one Fall-From-Grace, Madame of the Brothel of
Slating Intellectual Lusts, often wears. The enchantments woven into it by
Goncalves allow Fall-From-Grace to memorize twice the number of 1st and 2nd
level spells per day as she normally could.


BODICE OF THE PERILOUS QUEST
Armor class: 5
Special: Increases Regeneration
Weight: 6
Usable only by Fall-From-Grace

This is a bodice much like the one Fall-From-Grace, Madame of the Brothel of
Slating Intellectual Lusts, often wears. Goncalves took great care in enchanting
the weave of this particular piece of clothing; not only does it clean itself
and repair minor tears in its fabric, its magic will slowly heal
Fall-From-Grace, as well.


DAK'KON'S ZERTH ARMOR
Armor Class: 5
Weight: 25
Usable only by Dak'kon

Dak'kon's ceremonial zerth armor. It is fashioned of interlocking metal rings,
formed of the same substance that Dak'kon's blade is made of. (Unlike the blade,
however, it does not appear that the armor changes based on the mental state of
the wielder.) The armor is worn over a padded red tunic, and spiked bracers and
shoulder pads have been added to give greater protection to the arms and upper
body.

While Dak'kon's armor is similar to chain mail, it is lighter and more flexible,
allowing him to wield his sword more effectively. It seems that when the sword
and armor are used in tandem, the armor actually becomes lighter in weight and
more flexible, more like cloth than chain mail. Whether this is a unique
property of karach, or whether this is some magical effect of the two items, is
unknown.


FALL-FROM-GRACE'S CHASTITY BODICE
Armor Class: 5
Weight: 5
Usable only by Fall-From-Grace

Fall-from-Grace's bodice is made from the tanned hide of some creature. Despite
its prim and proper appearance, it does little to detract from Grace's
sensuality. The bodice possesses no known powers other than some minor
enchantments that prevent it from becoming dirty and repairs minor tears in the
fabric.


JERKIN OF THE BRAZEN ROGUE
Armor Class: 4
THAC0: +1
Weight: 12
Usable only by Annah

This piece of sturdy leather armor was clearly fashioned for a woman. It is a
piece of remarkably skillful craftsmanship; small metal plates and bands are
carefully concealed here and there over the jerkin's surface, providing a great
deal of protection without hampering mobility. The armor seems best suited for a
'flashy' fighter who would make the full use of the free movement it would
afford them. The enchantments woven into it by Goncalves not only serve to
protect such a combatant, but aid them in their balance and the striking of
their foes, as well.


JERKIN OF THE FLITTING SHADOW
Armor Class: 6
Special:
   +15% Pick Pocket Skill Bonus
   +25% Stealth Skill Bonus
Weight: 8
Usable only by Annah

This piece of light leather armor was clearly fashioned for a woman. Even at a
glance one can tell it is of the highest quality; every part of it, from its
supple leather banding to its quadruple-stitched seams and padded silk lining,
speaks of impeccable craftsmanship. Goncalves wove a number of enchantments into
the lining of the jerkin so that its wearer is more prone to blend into
surrounding shadows, making them difficult to spot and often allowing them to
pass by others entirely unnoticed.


LOWER PLANES VERMIN ARMOR
Armor Class: 5
Weight: 10
Usable only by Annah

This armor has been woven from the hides of various Abyssal vermin. The
stitching thread appears to be a single white hair (though the type of creature
is unknown). There are no metal fixtures, studs, or buckles anywhere on the
armor... it is composed solely from the remains of living creatures.


VHAILOR'S MERCYKILLER ARMOR
Armor Class: 2
Weight: 75
Usable only by Vhailor

This archaic suit of armor is animated by Vhailor's life force. It bears
numerous minor dents and scratches, but otherwise, it seems to have withstood
the test of time...at least better than Vhailor's physical body.

Blades decorate the shoulders of this suit of armor, and the symbol of the
Mercykiller faction (a red dragon with its wings outspread) is emblazoned on the
chest piece.

This suit of armor is part of Vhailor... destroying Vhailor (if such a thing
were possible) would most likely result in the destruction of the armor.


--------------------------------------------------------------------------------
Axes
--------------------------------------------------------------------------------

ANTLER AXE
Damage: 2-7 Slashing
Speed: 8
Weight: 8
Proficiency: Axes
Usable only by Fighters

Primitive cultures often times used parts of animals as weapons. This appears to
be the horns of some creature that have been made into a crude battle axe of
sorts.


"ASCENSION"
Damage: 3-10 Slashing
Enchanted: +2
Special:
  +2 Slashing Damage
  +1 to Charisma
  +1 to Armor Class
THAC0: +2
Speed: 4
Weight: 4
Proficiency: Axes
Usable only by Fighters
Usable only by Godsmen

"Ascension" is one of the finest weapons created at the Great Foundry, the home
of the Believers of the Source. It is one of three weapons called the "Triad of
Tests", including the hammer "Reason" and the dagger "Enlightenment". The symbol
of the faction is engraved on the axe head, and the edges of the blades are so
sharp they could split a hair lengthwise. You are the first to bear this weapon.


"AXE OF CELESTIAL FIRE"
Damage: 3-18 Slashing
Enchanted: +3
Special:
   +2 to Armor Class
   +10 Fire Damage
   +10% Resistance to Slashing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Axes
Usable only by Fighters
Usable only by Lawful Good characters

"Celestial Fire" is the only object that Trias had left to remind him of the
Upper Planes. The blade became an axe in your hands. It is warm to the touch,
and flames have been carved across the surface of the head. The intricacy of the
carvings is breathtaking; they are done with such skill that the axe seems to be
burning with metallic flames...someone must have spent several centuries
rendering them. The metal of the axe is unfamiliar... it is heavy, but it shines
like silver.

The axe looks several millennia old. A faint hum can be felt within it, and the
vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.


AXE OF THE JESTER
Damage: 1-2 Slashing
Enchanted: ??? [+3]
Special: ???
THAC0: ???  [+3]
Speed: 3
Weight: 2
Proficiency: Axes
Usably only by Fighters

The person who created this axe must have been mad or a genius. Only the most
skilled of smiths could have forged a weapon using Chaos Matter, the most
unstable and unpredictable element in all the planes.

Stories of this particular axe have been told and retold across the planar
universe. Heroic deeds of men defeating creatures of immense power simply by
touching the axe to the creature and of these same men dying horrible deaths
while doing simple every day tasks.

Zaknar the Simple - Defeated a devourer with a single swipe of this axe. Crushed
to death by a falling boulder in the vast plains of Tabor.

Garkon the Righteous - Struck by a mysterious discharge of energy while fighting
a cranium rat.

Kannas - Tradesman by profession. Buried alive as the stone wall the axe was
mounted on collapsed on him.

Kvry Matterson  - A child of only nine seasons, was not only able to ward off a
group of marauding fire bats, he even managed to kill 2 of them!

The list of tragedies and deeds goes on and on.


BATTLE AXE
Damage: 1-8 Slashing
Speed: 7
Weight: 7
Proficiency: Axes
Usable only by Fighters

This huge axe is a double-bladed weapon topped with a spike. The edges are
razor-sharp, and the long handle allows the wielder to put considerable force
into the swing.


BATTLE AXE OF QUALITY
Damage: 2-9 Slashing
THAC0: +1
Speed: 7
Weight: 8
Proficiency: Axes
Usable only by Fighters

Intricate runes are etched on the shaft and the blades of this axe. The edges of
the axe are razor-sharp; it looks like it would be possible to shave with it,
though that's not something that you would try until you had consumed several
tankards of ale. The handle itself is made of ironwood, and leather is wrapped
tightly around the handle to help secure the user's grip.


BLINDSIDER
Damage: 2-9 Slashing
Enchanted: +1
Special:
   +2 to Armor Class
   Immunity to Blindness
THAC0: +1
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters

This magnificent axe, known as "Blindsider," is truly one of a kind. It is
rumored that it was the creation of one Akyzum Yar, chief metallurgist of an
ancient empire on the Prime Material Plane. The Emperor whom Yar served, a vain
and wicked man, commissioned the creation of  "a weapon of unsurpassed beauty."
After years of toiling, Yar succeeded and presented the Emperor with
"Blindsider," whereupon he was promptly put to death so that his work could
never be reproduced.

The various ores and enchantments employed in the forging of this weapon yielded
a new type of metal that is lightweight, durable, and highly reflective. The axe
earned its name from its tendency to reflect light into the eyes of its
opponent, temporarily blinding the target so that its wielder can easily cut him
down. Additionally, its wielder is granted immunity to blinding attacks as a
magical byproduct of its reflective nature.


BUTCHERER OF INNOCENTS
Damage: 3-10 Slashing
Enchanted: +2
Special:
   Transfers Hit Points from Target to Wielder
   +2 Slashing Damage
THAC0: +2
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters
Not usable by Good characters

This giant, axe-like cleaver earned its nickname while in the hands of Oswell
Breck, a butcher who once serviced the Clerk's Ward of Sigil. The chant is that
one day this affable and well-respected citizen suddenly went on a murderous and
bloody rampage that lasted ten days and ten nights. Cleaver in hand, Oswell
stalked the streets of the ward, brutally hacking down every man, woman, and
child unlucky enough to cross his path until the Lady herself intervened. It is
rumored that he suffered from a strange disease that slowly caused his body to
waste away, and it was this disease that eroded his sanity and prompted the
murder spree.

The origin of this instrument of carnage is shrouded in mystery. However, the
various wizards and scholars who examined the discarded weapon after Oswell's
mazing have catalogued the nature of its enchantment. The cleaver seems to feed
upon its victims, sucking the very life force from them and bestowing a portion
of it upon its wielder.


CRESCENT HATCHET
Damage: 2-7 Slashing
THAC0: -1
Speed: 10
Weight: 10
Proficiency: Axes
Usable by Fighters Only

This huge hatchet has a crescent-shaped head. Although an intimidating weapon,
it looks more decorative than functional: not only is it extremely heavy, but
the balance is poor and the edge is dull and pitted. Despite the difficulty in
using the hatchet in combat, the long handle allows the wielder to put
considerable force into the swing.


EDGE OF OBLIVION
Damage: 2-9 Slashing
Enchanted: +2
Special:
   1-6 Cold Damage to target
   +50% Resistance to Cold
   +25% Resistance to Magical Cold
THAC0: +1
Speed: 8
Weight: 10
Proficiency: Axes
Usable only by Fighters
Not usable by Good characters

When its powers are awakened and its name known, "Edge of Oblivion" becomes
entirely black...where once just the edges were ebony, now the blackness has
spread across the entire blade. The chill the blade radiates has increased
ten-fold, so much so that it is painful to hold it for too long.

"Edge of Oblivion" does disintegration damage every time it strikes an
opponent...for every wound it causes, it also disintegrates the flesh around the
target area, simultaneously cauterizing the wound as it strikes.

There is some speculation that a Sphere of Annihilation has somehow been encaged
within the axe itself, but again this is only speculation. Given that the planes
are infinite, anything is possible.


ENCHANTED BATTLE AXE
Damage: 2-9 Slashing
Enchanted: +1
THAC0: +1
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters

Closer examination of the weapon reveals a strange symbol, very faint, on the
surface of the axe head. Tracing it with your finger, there is a sudden charge,
and the axe head changes before your eyes into a silvery-looking metal.

The edge is incredibly sharp, so much so it looks like it could hack through
stone if necessary. The symbol you traced on the weapon is now glowing
brilliantly, and if anything, the axe has become even lighter than before, so
much so that you can almost wield it one-handed.


ENTROPIC BLADE
Damage: 3-23 Slashing
Enchanted: +2
THAC0: +2
Speed: 7
Weight: 7
Proficiency: Axes
Usable only by Fighters

This strange item was in your possession after you gave the Modron Cube to the
iron golem in the Siege Tower. It looks to be a small dagger, but its surface
twists and bends as you watch, as if struggling to break free from its shape.

It looks to be made of iron, silver, and any of a number of different metals.
Sometimes they blend together, other times, they submerge into the core of the
blade, only to resurface again minutes later.


FINAL JUDGMENT
(Cursed)
Damage: 5-15 Slashing
Enchanted: +2
Special: 1-6 Fire Damage to target
THAC0: +3
Speed: 10
Weight: 20
Proficiency: Axes
Usable only by Vhailor
Usable only by Lawful characters

This archaic double-bladed battle-axe is reminiscent of an executioner's axe;
the axe head has been forged into the symbol of the Mercykiller Faction (a red
dragon with its wings outspread...the outstretched wings have been shaped into
the blades of the axe). The axe itself is huge; even wielded two-handed, it
would require tremendous strength to use effectively. For a spectral entity,
Vhailor must be extremely strong.

This axe is as much a part of Vhailor as his armor, and the axe itself carries
part of Vhailor's essence within it. As a result, it is utterly devoted to
justice and will not allow the user to rest while "judgments" are left to be
delivered. The considerable damage it causes to an opponent is doubled if the
axe strikes a  guilty or chaotic creature. Furthermore, the axe itself lends
some of its strength to the wielder, giving him added protection from attacks.

The origin of this axe is unknown. If you were to hazard a guess, the axe gained
its powers simply from Vhailor's belief. If he were to die a second death, you
don't know what would happen to it.


HATRED'S GIFT
[Cursed]
Damage: 3-13 Slashing
Enchanted: +1
Special: Berserk when used
THAC0: +1
Speed: 7
Weight: 7
Proficiency: Axes
Usable only by Fighters
Not usable by Good characters

It is not exactly clear in the annals of known planar history when "Hatred's
Gift" was created, but by the bloody trail it has left across the planes seems
to have finally reached you.

The axe exists to inspire hatred in one's enemies and fill its wielder with a
berserker rage. When entering combat, the skulls along the shaft come alive,
chittering their teeth, and the teeth (remnants of fiendish victims absorbed
into the axe blade) extend outwards, biting and tearing into opponents with each
strike.

Once equipped, "Hatred's Gift" cannot be dropped unless its curse is removed.


HEARTGRINDER
Damage: 3-10 Slashing
Enchanted: +3
Special: 1-6 Electrical Damage
THAC0: +2
Speed: 6
Weight: 4
Proficiency: Axes
Usable only by Fighters

A single teardrop of the wielder's blood, applied at the border where the axe
meets the handle, is sufficient to awaken "Heartgrinder." Once applied, the drop
of blood freckles across the blade and handle, giving it a dull red radiance.
The glow from Heartgrinder pulses, matching the heartbeat of its wielder.

No matter what the target, Heartgrinder is a powerful weapon, capable of tearing
through nearly any defenses. Against targets with blood running in their veins
(whether their own or another's -- vampires beware), Heartgrinder inflicts
additional damage, as every stroke also smashes the target's heart, no matter
what location the axe struck.


HOLLOW AXE
Damage: 1-8 Slashing
Speed: 3
Weight: 5
Proficiency: Axes
Usable only by Fighters

This huge axe is a double-bladed weapon topped with a spike. The edges are
razor-sharp, and the long handle allows the wielder to put considerable force
into the swing.

This axe is of a different alloy than normal steel - it's *light* and easy to
swing. It causes the same amount of damage as an ordinary axe, but it strikes
much more quickly.


--------------------------------------------------------------------------------
Blades
--------------------------------------------------------------------------------

BLADE OF THE IMMORTAL
(Unique, Artifact)
Damage: 2-3 Piercing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 0
Proficiency: Edged
Not usable by Priests

This is the strange blade that the iron golem forged using a drop of your blood.
It is an ugly looking weapon, shaped so it resembles one of the symbols on your
left arm. Black veins worm their way across the surface of the metal, and the
edge looks so dull that it couldn't even cut warm butter. It pulses slightly as
you hold it, like a heart. The golem claimed this "blade" could slay even you -
provided it was used in a place that was cut off from the rest of the Planes.


"CELESTIAL FIRE"
Damage: 3-18 Slashing
Enchanted: +2
Special:
   +2 to Armor Class
   +10 Fire Damage
   +10% Resistance to Slashing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Edged
Usable Lawful Good characters

"Celestial Fire" is the only object that Trias has left to remind him of the
Upper Planes. This heavy blade is warm to the touch, and flames have been carved
across the surface of the blade. The intricacy of the carvings is breathtaking;
they are done with such skill that the sword seems to be burning with metallic
flames... someone must have spent several centuries rendering them. The metal of
the blade is unfamiliar... it is heavy, but it shines like silver.

The sword looks several millennia old. A faint hum can be felt within it, and
the vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.


DAK'KON'S ZERTH BLADE ("KINSTEALER")
Damage: 3-10 Slashing
Enchanted: +1
Special: Memorize 1 Additional 1st Level Mage Spell
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can the
githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the spirit and discipline of
the user begin to falter, the blade itself will react, mirroring the wielder's
thoughts.

Dak'kon must be suffering indeed, for his karach blade has become a dead flat
black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of
subtle jags, like teeth, now line the edge of the blade.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("KINSTEALER")
Damage: 4-16 Slashing
Enchanted: +2
Special:
   Memorize 1 Additional 1st Level Mage Spell
    +1 to Armor Class
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can the
githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the spirit and discipline of
the user begin to falter, the blade itself will react, mirroring the wielder's
thoughts.

Dak'kon must be suffering indeed, for his karach blade has become a dead flat
black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of
subtle jags, like teeth, now line the edge of the blade.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("KINSTEALER")
Damage: 6-24 Slashing
Enchanted: +3
Special:
    +2 to Armor Class
    Double 1st Level Spells Memorized
THAC0: +3
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can the
githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the spirit and discipline of
the user begin to falter, the blade itself will react, mirroring the wielder's
thoughts.

Dak'kon must be suffering indeed, for his karach blade has become a dead flat
black, mirroring Dak'kon's eyes. It has become longer, sharper, and a series of
subtle jags, like teeth, now line the edge of the blade.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("STREAMING BLADE")
Damage: 2-9 Slashing
Enchanted: +1
Special:
   +1 to Armor Class
   Memorize 2 Additional 1st Level Spells
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can the
githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the user's spirit is focused,
his mind clear of doubts and devoted to a single purpose, the blade itself will
react, mirroring the wielder's thoughts.

If so, Dak'kon's mind must be clear, indeed, for his blade has become a
brilliant silver. It seems as if the blade has become longer than when you first
saw it, and there is no trace of the strange shimmering surface it once had. The
edge of the blade tapers almost to a paper-thin line - despite its flimsy
appearance, it looks like it could cut through chain armor with ease.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("STREAMING BLADE")
Damage: 3-12 Slashing
Enchanted: +2
Special:
   +2 to Armor Class
   Doubles all 1st Level Mage Spells
   Memorize 1 Additional 2nd Level Mage Spell
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can the
githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the user's spirit is focused,
his mind clear of doubts and devoted to a single purpose, the blade itself will
react, mirroring the wielder's thoughts.

If so, Dak'kon's mind must be clear, indeed, for his blade has become a
brilliant silver. It seems as if the blade has become longer than when you first
saw it, and there is no trace of the strange shimmering surface it once had. The
edge of the blade tapers almost to a paper-thin line - despite its flimsy ap
pearance, it looks like it could cut through chain armor with ease.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("STREAMING BLADE")
Damage: 5-20 Slashing
Enchanted: +3
Special:
   +3 to Armor Class
   Doubles all 1st Level Mage Spells
   Doubles all 2nd Level Mage Spells
   Memorize 1 Additional 3rd Level Mage Spell
THAC0: +3
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can the
githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. When the user's spirit is focused,
his mind clear of doubts and devoted to a single purpose, the blade itself will
react, mirroring the wielder's thoughts.

If so, Dak'kon's mind must be clear, indeed, for his blade has become a
brilliant silver. It seems as if the blade has become longer than when you first
saw it, and there is no trace of the strange shimmering surface it once had. The
edge of the blade tapers almost to a paper-thin line - despite its flimsy
appearance, it looks like it could cut through chain armor with ease.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
Damage: 2-9 Slashing
Special: +1 to Armor Class
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can the
githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. He can shape it slightly depending
on his skill, adjusting its length, sharpness of the edge. Presumably as he
gains levels, he may be able to manipulate the blade in new ways.

It is not known whether all githzerai zerth carry such weapons. Certainly a
weapon that depends on the integrity of the wielder would be entrusted only to
those who had learned to discipline themselves.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
Damage: 3-12 Slashing
Enchanted: +2
Special:
   +4 to Armor Class
   Memorize 2 Additional 1st Level Mage Spells
   Memorize 1 Additional 2nd Level Mage Spell
THAC0: +2
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can the
githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. He can shape it slightly depending
on his skill, adjusting its length, sharpness of the edge. Presumably as he
gains levels, he may be able to manipulate the blade in new ways.

It is not known whether all githzerai zerth carry such weapons. Certainly a
weapon that depends on the integrity of the wielder would be entrusted only to
those who had learned to discipline themselves.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


DAK'KON'S ZERTH BLADE ("CHAINED BLADE")
Damage: 5-20 Slashing
Enchanted: +3
Special:
   +6 to Armor Class
   Doubles All 1st Level Mage Spells
   Doubles All 2nd Level Mage Spells
THAC0: +3
Speed: 6
Weight: 5
Proficiency: Edged
Usable only by Dak'kon

On the githzerai's home plane of Limbo, solid matter is something of a rarity.
Limbo itself is a soupy mass of elements, and only through force of will can the
githzerai shape these elements into stable matter.

A substance called "karach" is a material that can be shaped with the mind.
Dak'kon's blade is composed of this substance; through mental discipline alone,
Dak'kon maintains the integrity of the blade. He can shape it slightly depending
on his skill, adjusting its length, sharpness of the edge. Presumably as he
gains levels, he may be able to manipulate the blade in new ways.

It is not known whether all githzerai zerth carry such weapons. Certainly a
weapon that depends on the integrity of the wielder would be entrusted only to
those who had learned to discipline themselves.

This blade appears to have special religious significance for Dak'kon. Dak'kon
has wound a series of parchments around the hilt of the blade. These appear to
be mantras dedicated to Zerthimon.


GIANT SKELETON SWORD
Damage: 3-24 Slashing
Weight: 0
Useable only by Giant Skeletons

This is one of the giant skeleton's blades.


--------------------------------------------------------------------------------
Blunt Weapons
--------------------------------------------------------------------------------

BAATEZU MACE
Damage: 3-9 Crushing
THAC0: +1
Speed: 6
Weight: 10
Proficiency: Clubs
Usable only by Fighters

Made from ore found only in the wastelands of Avernus. Baatezu have created a
metal called Baatorian Green Steel. Weapons produced from this metal are lighter
and stronger than those forged of ordinary steel and tend to inflict greater
damage. Although produced in great quantities for the Blood Wars, weapons such
as these are rarely found outside of Baator.


BLIND TERROR
Damage: 1-2 Crushing
Enchanted: +2
Special:
   Causes Blindness
   2-8 Acid Damage
THAC0: +2
Speed: 5
Weight: 4
Proficiency: Clubs
Usable by only by Fighters

When an opponent is struck with sufficient force, acid is released thru the
spongy surface of the mace. From the resulting spray of acid, the adversary can
become temporarily blinded making him easier to hit.


BRIMSTONE HAMMER
Damage: 2-9 Crushing
Enchanted: +1
Special:
   +4 Fire Damage
   +25% Resistance to Fire
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Hammers
Usable only by Fighters

This type of weapon, thought to be forged by the flames of the elemental plane
of fire, is extremely rare, even in Sigil. The elemental properties of the
hammer grants it wielder an increased resistance to fire and fire-based attacks.
In addition, when used in combat, the hammer deals out additional damage when it
successfully connects, searing its target with crackling flames.


"CLUB OF CELESTIAL FIRE"
Damage: 3-18 Crushing
Enchanted: +3
Special:
   +2 to  Armor Class
   +10 Fire Damage
   +10% Resistance to Crushing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Clubs
Not usable by Mages
Usable only by Lawful Good characters

"Celestial Fire" was the only object that Trias had left to remind him of the
Upper Planes. The blade became a club in your hands. It is warm to the touch,
and flames have been carved all along the length of the weapon. The intricacy of
the carvings is breathtaking; they are done with such skill that the club seems
to be burning with metallic flames...someone must have spent several centuries
rendering them. The metal of the hammer is unfamiliar... it is heavy, but it
shines like silver.

The club looks several millennia old. A faint hum can be felt within it, and the
vibration becomes stronger when it touches human flesh. Not surprisingly,
"Celestial Fire" can be wielded only by those with sufficient strength and
purity of heart. When used in combat, "Celestial Fire" bursts into a holy
radiance that burns any evil creature it strikes in combat.


CLUB OF NETTLES
Damage: 1-6 Crushing
Special: Causes Confusion
THAC0: +2
Speed: 3
Weight 4
Proficiency: Clubs
Usable only by Thieves

This club seems to be made from some sort of prickly plant. Small thorns adorn
the head of the club and can easily be broken off.

This particular club is one of the more favored weapons of thieves. Upon making
a successful hit on an opponent, tiny barbed thorns lodge into the skin and
cause the victim to become disoriented for a brief period of time. This allows
the thief time to safely rob and escape the victim.


CLUB OF PIERCING
Damage: 1-6 Crushing
Damage: 1-6 Piercing
Enchanted: +1
THAC0: +3
Speed: 7
Weight: 12
Proficiency: Clubs
Not usable by Mages

This is a heavy iron club that is covered with sharp spikes.

Enchantments have been placed on this club so that it can be wielded with
greater accuracy.


CORPSE LIMB #985
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Not usable by Mages

This arm snapped clean off corpse #985 when it, uh, accidentally toppled. As
much as the corpse's knee was rotted clean through, it looks like the
combination of thick applications of embalming fluid and rigor mortis has made
this arm almost as hard as wood. If you needed to, you could either use it to
shake someone's hand from a distance or use it to bash their skull in.


CORPSE LIMB CLUB
Damage: 1-6 Crushing
Speed: 4
Weight: 3
Proficiency: Clubs
Not usable by Mages

This rotted limb looks like it has suffered a great deal since it was torn from
its owner. Nevertheless, rigor mortis has set in and made this limb almost as
hard as wood.


DEATH OF DESIRE
Damage: 2-7 Crushing
Enchanted: +2
Special:
   1-6 Piercing Damage
   Causes Stunning
THAC0: +2
Speed: 5
Weight: 11
Proficiency: Clubs
Usable only by Fighters
Usable only by Dustmen

This mace is used by the Dustmen to remove all desires from the living.


DEVIL'S DUE
Damage: 3-8 Crushing
Enchanted: +1
Special:
   1-6 Acid Damage to target
   1-6 Acid Damage to self
   +2 to Armor Class vs. Piercing
THAC0: +2
Speed: 4
Weight: 4
Proficiency: Clubs
Usable only by Fighters

This weapon has a black metal handle that seems to have grown into the narrow
skull that is affixed to its top. The metal looks as if it has grown out from
the skull, and spikes pierce through the eye sockets, jaw and from the skull cap
itself.

The "metal" is not metal at all, but the remnants of a creature's forearm that
punched through the base of the fiendish skull that now bedecks the head of this
weapon. The spikes that have pierced through the skull actually appear to be
some sort of quills from the creature's forearm.

When this weapon is used in combat and the spikes of the club penetrate a
creature's skin, acid oozes from the quills into the target, doing additional
damage. This acid also burns the hands of the user, doing some damage to the
wielder every time he strikes someone else.

The common name of this weapon is "Devil's Due." To who or what event it refers
to is unknown, but it was obviously a painful experience for the two parties
involved.


ENCHANTED HAMMER
Damage: 2-9 Crushing
Enchanted: +1
THAC0: +1
Speed: 7
Weight: 5
Proficiency: Hammers
Usable only by Fighters

This hammer bears a wounding enchantment and is much lighter than a normal
hammer, allowing it to be swung faster and do more damage in combat. Any history
or legends concerning this hammer have been eclipsed by other, more famous
weapons in the Encyclopedia Magica. Nonetheless, this sledgehammer carries
itself with a quiet dignity.


ENTROPIC BLADE
Damage: 3-23 Crushing
Enchanted: +2
THAC0: +2
Speed: 1
Weight: 1
Proficiency: Hammers
Usable only by Fighters

This strange item was in your possession after you gave the Modron Cube to the
iron golem in the Siege Tower. It looks to be a small dagger, but its surface
twists and bends as you watch, as if struggling to break free from its shape.

It looks to be made of iron, silver, and any of a number of different metals.
Sometimes they blend together, other times, they submerge into the core of the
blade, only to resurface again minutes later.


FIEND FEMUR
(Unique, Artifact)
Damage: 3-8 Crushing
Enchanted: +2
THAC0: +2
Speed: 4
Weight: 4
Proficiency: Club
Not usable by Mages
Not usable by Lawful or Good creatures

This tanar'ri femur carries the last traces of a balor's essence within its
marrow. Disgraced in battle and torn apart by its fellow fiends in an ceremonial
execution, the bone has since carried with it a vengeful spite towards all of
its kind.

When the femur strikes any tanar'ri or baatezu, serrated teeth bristle up and
down the length of the bone and cause tremendous damage to any tanar'ri or
baatezu.


FOOLSMITER
Damage: 4-14 Crushing
Enchanted: +2
THAC0: +2
Speed: 10
Weight: 15
Proficiency: Hammers
Usable only  by Fighters

This war hammer has a huge stone head in the shape of a rectangular block. Faint
traces of gore and blood are on all sides of the hammer's head. The shaft is of
a thick wood that looks too weak to support the hammer head's weight.

This enchanted hammer was used as a tool by the Athar at one time during their
religious persecution phase of their faction history. The magical war-hammer
"Foolsmiter" was constructed so that it did additional damage against opponents
who were particularly stupid. When it was crafted, however, the enchantment was
twisted such that if the user was less intelligent than the target struck by the
hammer, the wielder would take damage as well. For many years, the hammer became
a test rite between rival members of the Athar as a primitive (and lethal) IQ
test. It was stolen from their headquarters in the Shattered Temple many years
ago and has resurfaced once or twice across the Planes.

It is believed that the Intelligence vs. Intelligence contest the hammer once
inflicted on the wielder and his enemies has dissipated from the hammer over
time, but no one has been been confident enough to put it to the test.


"HAMMER OF CELESTIAL FIRE"
Damage: 3-18 Crushing
Enchanted: +3
Special:
   +2 to Armor Class
   +10 Fire Damage
   +10% Resistance to Crushing Attacks
THAC0: +2
Speed: 3
Weight: 5
Proficiency: Hammers
Usable only by Fighters
Usab