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If you ask Grace about Ignus, she'll tell you not to travel with him any longer because he's so unstable. Take her advice, but get some usage out of Ignus first. Talk to Ignus and be careful about what you say to him.
Tell him you wish to speak of flames and burning for 1500 exp. Gain 6000 exp for asking Ignus who taught him The Art. A memory with 10000 exp will surface.
Now ask him to teach you a few things and say you are willing to suffer for knowledge.
Lose -1 max HP for 6000 exp and the spell Ignus' Charm. If you continue, lose - 3 max HP and gain 12000 exp and the spell Infernal Orb. Now he'll accept pieces of you as immortals' parts are evidently very powerful. Giving him your Eyeball will net 12000 exp and the spell Ignus' Terror, but you'll lose -2 max HP. Gain
24000 exp and the spell Infernal Shield for handing over your Intestines. When you lose max HP from learning from Ignus, you'll gain some fire resistance each time.
Ignus is a pretty powerful character, but who wants a rabid lion fighting on his side? Reform your party and remove him as soon as you're done gaining experience from him.
You're done here, head for Buried Village. Go to Pharod's Court and pick up all the items he left on the ground. Make sure to grab the Bronze Sphere and the
Crutch. Move to the archway in the northwest corner and the Crutch will open the hidden portal.
There's nothing here that you absolutely have to have, but there are a great many scrolls and charms in Pharod's library. I never found that many coppers, though. The only item that I'd say was key to find is the Lady of Pain Rag
Doll, but you can also purchase one in The Curiosity Shoppe in Clerk's Ward.
Once you feel that you've plundered enough, return to The Lower Ward. Report back to Giltspur for one last time and earn 8000 exp for ferrying the message to
Barkis. Head to Clerk's Ward. If you discount the optional areas (to be covered in the next section), you're basically done with two-thirds of the game.
E. OPTIONAL AREAS (forthcoming)
You don't have to do any of these, really, but I would if for nothing other than the experience you'll earn completing them.
i. PLAYER'S MAZE
You won't land in this area unless you make The Lady of Pain very very angry.
Killing a lot of people at random will make her angry, but the fastest way to do it is kill Dabus or just pray to her Doll likeness a lot. I got three different messages when praying to her Doll. The first is no reaction, the second tells you that what you're doing is dangerous, and the third tells you that you're up the creek without a paddle *or* a boat. After you get the third message and try to move within Sigil, she'll appear during the scene transition and maze you.
Joy!
There are a couple of items to be had here. They are in a small pile to the northeast of your starting location (taking the portal one down from the portal straight to the west will take you nearby). One item is a decent Hammer and the other is one of your old Journals, telling you that only one of the portals in the maze is the correct exit. Also, you just can't randomly hit portals until you leave, you have to go through one and then walk back to it and exit. Fun.
After you grab the items head out the portal that is one down from the one straight to the east. After going through, walk all the way back to it and enter it again. You should now be teleported to a different location and a new portal will appear. Your party members should be near where you tried to exit, pick them up and breathe a sigh of relief.
If you upset The Lady again, she'll keelhaul you for good.
ii. UNDERSIGIL
There are just lots of monsters to kill and items to find. Supposedly, there is a quest to kill the Larval Worms' mother, but I could never get this quest. The monsters here are *great* experience, but you shouldn't try and do the entire area in one trip unless you have a death wish or are incredibly powerful already.
One thing I hated about this area is that I couldn't use my big area spells (like Cloudkill) on all the enemies before they came rushing in, or half of them would not be visible due to the Fog of War effect. That's until I started sending Annah out as a scout while she was hiding in the shadows. This way, you can tell when the enemies are coming at you, and can hit all of them with your big spells. Head back up after you've polished off all the nasties and collected all the goodies.
iii. RUBIKON
Okay, the Modron Cube has uses other than taunting Morte. Actually, I once went from Lawful Good to Neutral Good after teasing Morte with the Cube. I guess you can't be Lawful and imaginatively humorous at the same time. As several people may have told you, the cube is a portal but no one knows how to activate it; so it's up to you to experiment. Here are the steps you need to take: Bend the left knee, extend the left wing, extend the right wing, and rotate the right arm. Welcome to Rubikon.
The first Modron you meet here is not exactly what you might call "helpful" or even "capable of speaking more than a few rote phrases." You'll just have to jump in and explore on your own. Here's a quick breakdown of Rubikon or the
Modron Maze, as it appears on the map: Each room has an identical square layout with four potential exits in the middle of each side.
The first time you enter the maze, it'll be set on the easy difficulty setting, so all the enemies you meet will be Low Threat Constructs. They'll occasionally drop items that are worth absolutely nothing, so don't bother with the following: A Bag of Coins, A Goody!, A Magic Item!, and A Clue! Certain
Constructs will also be carrying Lenses that can be used only by Modrons. You may also luck into finding a Portal Lens, but don't use it to return home just yet.
Eventually, you'll stumble into the Engineering Room. You'll quickly realize that these Modrons are behaving quite oddly. It turns out they can't do anything without instructions from The Engineer. The Modron in the middle (sounds like a oldies song title, "Modron in the Middle") is the one to whom you wish to speak. Volunteer to be the new Director and you can create new dungeons to explore and reset them when you're finished with them.
You can go ahead and jump to the hard difficulty, but I did the normal difficulty just for kicks. After resetting Rubikon, the Engineering Room will always be adjacent to the room through which you enter the maze. The normal difficulty setting features Medium Threat Constructs, but otherwise, this is basically the same as before. You can keep resetting and doing the dungeons, too, if you want to lose yourself in some mindless hack 'n' slash action.
Whenever you're ready to pick up a new character and fight a boss, tell The
Engineer to set the maze to hard. Now head out and thoroughly explore the maze.
The High Threat Constructs also dish out pretty good exp, but they're not nearly as easy to defeat as their brethren. If you want to hide to backstab, you'll have to do it the moment you enter the room, before the Constructs can talk to you and turn hostile. The Modron Maze will be fairly large, so you may actually want to map it out with pencil and paper.
There are two unique rooms in Rubikon when the setting is on hard. One is the
Wizard's Lair that contains the Evil Wizard Construct who has achieved sentience and has been behind all of the glitches in Rubikon. Kill him to acquire some nice items and a Portal Lens if you don't have one already.
The other unique room is entitled Nordom's Room because it's Nordom's room.
Interesting, that.
a. NORDOM
Talk to Nordom for a bit and then he'll ask to journey with you. Accept its offer for 36000 exp. Besides Ignus, Nordom is the only PC capable of a ranged attack. He's a decent character really, but missile weapons aren't that advantageous in Planescape: Torment because of the zoomed-in view and limited sight. You only have one, maybe two, shots before the enemy closes in and renders ranged attack useless.
Talk to Nordom for awhile and find out that he obeys the Director fully. Order him to memory dump for 36000 exp and Nordom's Int will increase by +2. You'll also get a piece of clockwork junk. My Int of 17 wasn't up to the task, but it looks like you can have Nordom upgrade his crossbows if you give him the correct specifications.
Ask Nordom about the tasks that the previous Director assigned to him and you'll discover a few things. Nordom has the useful ability to detect portals and he'll give you what he found on his last excursion into Rubikon.
After I beat the Wizard Construct and acquired Nordom, I returned to Sigil using the Portal Lens. After returning there, I reformed my party and left Nordom with Ignus. You don't need the extra person and experience drain, and there's somebody much cooler you can get for your sixth party member. You can also use the Modron Cube in conjunction with the Portal Lens to teleport to places if you're too lazy to walk.
Now do whatever you have to do, buy whatever you need, and tie up any loose ends, because you're not going to be in Sigil for quite some time; and by the time you come back, there won't be any point to being in Sigil. When you're ready to start the final third of the game, activate the Unfolding Portal you've been lugging around all this while and finally meet Ravel face-to-face.
F. BEYOND SIGIL
i. RAVEL'S MAZE
This area is infested with Trigits, products of Ravel's twisted magic. You can find Ravel in the center of the map, but I would advise searching out and destroying all of the Trigits before you approach and talk to her. She won't notice you if you don't speak to her directly. Explore the Maze fully and learn the location of the two portals on either side.
Before you talk to Ravel, power up with whatever spells you usually use right before a big battle. You'll be talking to Ravel for awhile, so spells with a short duration will wear off before combat actually begins, so don't bother with those.
Gain 90000 for finding Ravel and talking to her. When she touches you, touch her back and gain a memory. Don't tell her you could fall in love with both
Grace and Annah, though, because that will start the fight prematurely. Gain a humongous 180000 exp for finding out about Trias, the angel who knows about your mortality. QUEST: Find the angel Ravel spoke of. Tell Ravel the truth about her appearance to learn who else she has been. When she turns into Mebbeth, you can gain +1 Wis and another 90000 exp. As Ei-Vene, she will increase your max
HP +3. As Marta, she'll give you a powerful wrist item made out of your intestines.
When you prod her about the past, she'll give you a lock of her Hair and 90000 exp. You can also get spells form her, I learned the most when I said I was only a student. As you try to leave, Ravel will attempt to hold you back by force. Defeating Ravel earns 32000 exp. Don't forget to raid Ravel's corpse for goodies.
The portal exit is the one to the northeast, don't merely walk through it, though. When it prompts you, fold your arms like a cage and jump through.
ii. CURST
Gain 10000 exp for arriving safely in Curst. The Citizens and Guards here are completely unfriendly, but the Dump Caretaker Kyse is a pretty nice individual.
Talk to him and learn about the secret entrance he has hidden in the Dump, but don't go through it. You'll see a noblewoman by the name of Roberta. She's planning to murder her unfaithful husband. Lovely town.
There are two stores in Curst, the Blacksmith and the Distiller. If either of the owners, who are brothers, ask you to help in deciding a will, decline for now. Explore, but don't get too involved in anything or accept any quests just yet. The Guard Captain can be found just east of the Distiller.
Make your first stop The Traitor's Gate Tavern. You should spy Marquez, a
Harmonium Guard, sitting alone. He won't be too friendly just yet. Go talk to the bar's owner, Tainted Barse. He'll answer many questions and tell to rescue his daughter in exchange for the key necessary to open the door to the deva.
Five bar patrons have pieces of the key and each one will require a service for their portion. QUEST: Assemble the Key.
Barse will point you towards Marquez. He'll be a little more receptive now.
Marquez will tell you the location of the corrupt Harmonium Guards. QUEST:
Rescue Barse's Daughter. Leave the bar and exit to the northern portion of
Curst. The Guards aren't that hard to find, they're in an alley in the northeast part of town. Kill them to rescue Barse's daughter Jasilya. Talk to her briefly and return to The Traitor's Gate Tavern. Return to Marquez for
65000 exp and the first part of the Key. Marquez will also train you as a
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