Planescape Torment

Get out of here, Logic Boy! :smiley:

One thing I love about this game is that Morte is a GOOD fighter, something I did not expect early in the game. Helps that he can’t be hit easily.

Good point. I don’t even know why I bother asking considering I’m talking about a floating, talking disembodied skull.

I wonder if Morte’s related to “Murray” from the Curse of Monkey Island.

…he was the leader of the rebellion in the Lower Ward and the thief of the Lady’s Key, he was the one who earned the undying hatred of the Mercykillers, he was… all sorts of things.

Can I have a bit more detail on these things?
I know

Practical pissed off Vhailor severely

, but what about the other things?

Okay, I’m through the Alley of Lingering Sighs(Well, now I know what those things were that I saw as I left the moturary and that killed Pharod. I also have a sneaking suspicion that words on the wall of the tomb concerning the nameless one being “hunted” has something to do with it as well :frowning:

Again, I hate to ask, but I’m now in the lower ward and it’s getting late. Are there any places to rest around that area or should I make haste back through the alley?(and if I go through the alley, do I have to go through the house full of chaosmen again?)

I had 2 black mice I named Murray and Morte once. Morte killed Murray.

Can you spoil it for me? I’ve finished the game 3 times and haven’t found a use for the intestines yet.

[South Park]That Bastard![/South Park]

Sorry, I’ll shut up now.

Intestines - not much of a Spoiler, so HPL, you may want to look

If you get Ignus and are a Mage, you can have Ignus use them to give you a spell. Otherwise, you give up a lot of Hit Points to get the spell.

And get that Bronze Sphere back!

My recomended party/ very minor spoiler:

[spoiler]
Morte, Dak’kon, Annah, Fall-From Grace

This group is so good, its practically required! I love this combo, and they are so easy to get. After that, cconsider adding Ignus, Vhailor, or Nordom as you please.[/spoiler]

Although its kind of late, you can rest in the Lower Ward or go on to the Upper Ward, and find the Sensorium. There’s are a lot of nifty plot points hanging around there.

[spoiler]
There’s a man in the Lower Ward who will tell you the story of how it got its name; a rebellion against the Lady of Pain, stirred up by a mysterious leader, demanded access to all portals for everyone. They began achieving this by stealing the Lady’s Key; a special portal key that worked for every portal in Sigil, and opening gates to all the Lower Planes. Eventually, the rebellion was crushed and the leader disappeared.

After this, you get a flashback to running through the alleys of Sigil with the Key, being pursued by the Lady of Pain. Presumably, you were in fact the leader. It’s a fair bet that the Nameless One got a number of his scars from this single encounter and, since you find one of your previous incarnation’s journals in the Player’s Maze, may be got mazed too.[/spoiler]

Nice summary. Part of my problem with this game is usually considered one of its strengths: that there is SO MUCH TEXT. Yeah, I know, richer and deeper game world and all that, but at some point my brain just gets saturated. F’rinstance, I remember that TNO did something for one of his companions a long time ago, but I can’t remember WHAT because it’s lost in a sea of conversations. The fact that I inevitably end up playing into the wee hours also doesn’t help my recall any.

I get the overall plot – Damned soul seeks immortality to avoid Hell, over several lifetimes realizes this comes at a great cost, and decides he must die and pay his penance. – but I’m not totally clear on some of the subplots, for example[spoiler]1. The past relationship with Dak’kon is a little murky to me. Stupid, I know, since it’s talked about a lot. For whatever reason, it isn’t sticking in my mind.

  1. Everything to do with Vhailor, since I missed him entirely. I assume this is part of your reference to the “undying hatred of the Mercykillers.”

  2. Your reference to “rebellion in the Lower Ward and the thief of the Lady’s Key” – I remember this being mentioned, but for the life of me I can’t remember the details.

  3. I know they explained why TNO remembers stuff after he’s killed in his present incarnation (i.e., why you don’t forget everything when you’re killed in-game), but for the life of me I can’t remember what that explanation is.

  4. Morte says he sticks by TNO because he feels guilty, but I can’t remember what he’s feeling guilty about. Forgetting the information he promised when TNO yanked him from the Pillar perhaps?[/spoiler]

I’m pretty clear on the other subplots you mention in your summary, though. I think so, anyway. I only had two questions at first, and the more I thought about it the less I realized I actually understood!

Also: I elected to take Ignus as my last party member, along with smiling bandit’s lineup. Does anything change if you use Nordom or Vhailor?

While I’d love to replay this one, I don’t have the time. I went on a RPG bargain bin spree awhile back, and now I’ve got to move on to Fallout. :slight_smile:

[spoiler]

  1. Dak’kon was a gith who began to doubt the teachings of Zerthimon, and spread this doubt around his home city. Since belief and focus are vitally important in the Plane of Limbo, the city started to revert back to primal chaos as the githzerai lost their face.

Dak’kon himself was drowning in it, everyone else dead, when the Practical Incarnation showed up, and gave him a copy of the teachings of Zerthimon to steady his belief again. In return for saving his life and soul, Dak’kon swore alleigance to the Nameless One for as long as they both lived, not realising that the Nameless One was immortal and so effectively making himself a slave to him. Because of the Gith’s history, slavery is a big, big deal and it’s the reason Dak’kon is so depressed.

The Practical Incarnation was actually interested in Dak’kon’s karach blade and not the gith himself, which is why he rescued him, but he found he couldn’t use it himself. He callously held Dak’kon to the deal, and gained a useful servant and additional sword-arm.

  1. One of the Nameless One’s incarnations was a total psychopath and killed a large number of people. The Mercykillers got on to him, and eventually got him surrounded, but he escaped through a portal.

One of them, Vhailor, however, refused to give up the hunt and chased the Nameless One through the Planes and several incarnations. Eventually one of them ( I think it was the Practical Incarnation) managed to trap him; luring him into the prisons below Curst and leaving him trapped there. Vhailor’s thirst for justice was so great however that even when his body died and disintegrated, his spirit continued to animate his armour.

  1. Explained this above.

  2. Do you know, I’m not sure. I think that that’s not unusual, though; all the Incarnations can die multiple times and retain their memories (otherwise, how do they know they’re immortal?). It’s just sooner or later, one of their deaths will lose them their memories.

  3. Morte, while still alive, gave false information that led to the Nameless One’s death. That’s why he ended up on the Pillar of Skulls. We’re not told what he told the Nameless One, or when, but I’m guessing that he was the one who told the Nameless One about Ravel, thus leading to his first death and his present condition. of course, this wasn’t really ‘false’ information, but maybe it was false in the sense that he told the Nameless One Ravel could make him immortal, when the kind of immortality he got from her was very flawed indeed [/spoiler]

As a long time fallout fan, I’ll just tell you that if this is your first time playing fallout, you’re in for a treat. The story and background isn’t anyway as Rich as P:T but the gameplay is still pretty damn good(and the premis does a good job of showing why you don’t have a world map when you begin, or even know nothing about the world). The sequel is longer and harder, but still a lot of fun.

quoted:

4. Do you know, I’m not sure. I think that that’s not unusual, though; all the Incarnations can die multiple times and retain their memories (otherwise, how do they know they’re immortal?). It’s just sooner or later, one of their deaths will lose them their memories.

Not True:

Only you can retain your memories after death. You can dind out from a memory that the Psyco Incarnation killed a fortune teller that told him that he would forget when he died - only after a certain number of deaths would he gain the ability to remember from death to death.

About Morte:

Did anyone else find it ironic, yet fitting that Morte found, through the Nameless One (tNO), what tNO was looking for? Morte was redeemed after death. And of course Pharod’s black fate fits right into the whole backstory.

Looks like I have to go back to buried village. There aren’t any shortcuts, are there?

I don’t think I’ve met FFG yet, and well Morte Has been skullnapped. I don’t supposed I can wait a few days and then they’re be begging me to take him back?:slight_smile:

Although its kind of late, you can rest in the Lower Ward or go on to the Upper Ward, and find the Sensorium. There’s are a lot of nifty plot points hanging around there. **
[/QUOTE]

Where in the lower ward can I rest?

Giltspur the auctioneer, I think his name is. Man standing in front of the market with a crowd in front of him. He has rooms you can stay in

With regards to meeting the Lady of Pain, the one absolutely reliable way to do so is, as I recall (vaguely)

to join the religious sect in…gah, it’s been too dang long since I played. The area SW from the Mortuary, where there are two warring gangs. In the SE part of that area, there’s a temple of sorts, and the priest inside will say something about how no one cares to be a member anymore. You can volunteer TNO to join up, and this apparently peeves the Lady. When you next attempt to move to another area, she shows up hovering over you, and you get transported to the aforementioned Player’s Maze, which I found reasonably fun. I never got sent there for playing with the doll, etc. Not sure why. Someone who’s played more recently than I can clarify this a bit, perhaps.

The Alley of Dangerous Angles(and Dangerous it is) is the area you are thinking of, and apparently you have to worship the doll to piss her off.

Just got this game & am in a bit of trouble. I decided to worhip Aoskar in the Alley (had Morte & Dak’kon with me). When I tried to leave, the Lady sent me to the Maze. When I escaped, Morte was right there, but Dak’kon wasn’t. He also wasn’t at the bar where I initially found him. Is this a bug?

Thanks

-Apoptosis

How do you get Ignus to join your party?

Sounds like.

Its complicated, but rewarding:

[spoiler]First, go to the Smoldering Corpse Bar. Talk to Ignus’ girlfriend. Then, later, go into the crypts and talk to Glyph, the face. Find the Decanter of Endless Water. Then, talk to Glyph, the face, about activating the Decanter. Later, go to the Upper Ward. Talk to two young women. They are on opposite sides of the Ward, both near cafes. They are looking for each other. One of then will give you +3 Hit Points, the other will give activate the Decanter. Then go back to Glyph and free him (if you are playing good). You can now free Ignus. Talking to Ignus leads to some very interesting options, including trading Hit Points for powerful spells.

Fall From Grace is in the Upper Ward, in the Brothel of Slating Intellectual Lusts. Go find Lokar the Necromancer (its not hard, ask around) in the Lower Ward, and he will give you a quest if you want you precious skull back. This will give you a good chance to retrieve the Bronze Sphere. Otherwise, you can skip the long travel sections; goign to the edge of the map once you’ve explored past it (and are out of the Hive) will let you simply move to any area you’ve previously visited.

You need

The Decanter of Endless Water which is one of 3 things you need to do/find in the drowned nations Don’t worry, you’ll find yourself down there soon enough on another quest without having to worry about how to get there. You can do most of the quests in the hive before you get there.