________________________________________________________________________________

   .           `
   `... `.....`         P  L  A  N  E   **   S  C  A  P  E                `
  `     `..  `                                                  `...`....`
        `..       `..    `. `...  `...``..``...``.....` `...`.  .  `..
        `..     `..  `..  `..   .  `..  `.  `.. `..      `..  `..  `..
        `..    `..    `.. `..`.`   `..  `.  `.. `.....`  `..  `..  `..
        `..     `..  `..  `.. `.   `..  `.  `.. `..      `..  `..  `..
       ``..`      `..    `...  `  `...  `.  `.. `.....` `...  `..  .`..
                                `.       :                           `
________________________________________________________________________________


                            Planescape: Torment (PC)

                       The Complete Guide & Walkthrough
                             Version 0.2 (6-22-00)

                               Completed:  7-10%

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

                                                      
                                 Email Policy:
                                 
         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 (0.2)" or just "Torment, 0.2" or some such.  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.

                              _______________
.--------------------========= N  O  T  E  S =========-------------------------.
|                                                               |
| 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 0.2:

  - 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)

  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 (not finished yet)
          2.1    Hive, Mortuary Area (not finished yet)
          2.2    Hive, Smoldering Corpse Area (not finished yet)
          2.3 (not finished yet)
          2.4 (not finished yet)
          2.5 (not finished yet)
    3.    Ragpicker's Square (not finished yet)
    4.    Buried Village (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 (none yet)


--------------------------------------------------------------------------------
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.

  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


  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.

  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
  

    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)
  
    (not finished yet)
  _____
  Annah
  
    (not finished yet)
  _______________
  Fall-From-Grace   (not finished yet)
  
    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
  
    (not finished yet)
  ______
  Nordom
  
    (not finished yet)
  _______
  Vhailor
  
    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


  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 skeletons 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

    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:
  
    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:
  
    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!
  
    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!
  
    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
  

    Treasures:  - 2 bandages                        (x 1400 y 2100)
                - Scalpel                           (x 900 y 2300)
                - Preparation Room Key              (x 1250 y 2866, on a 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
                   (possible stat check?) 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 all you want to her, 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, 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
  

    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 a 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
  

    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
    Southwest to find a zombie (x 3600 y 2000), talk to him, and steal his book.
    That zombie always seems to wander around, but he should be about where I
    said. (he's #732)

    If you figure it out on your own (which requires a 16 INT), you get 500 exp 
    for figuring it out, and 800 exp for deconstructing the enchantment.  You
    deconstruct the skeletons by examining them carefully, examining the armor,
    then examine the symbols.  Then you Mar the runes maintaining the warding
    enchantment first, then work backwards through the rune pattern.  Each 
    skeleton will give you 800 exp for taking them apart, and give you a Rune.

    *ALIGNMENT*:  If you ask Morte if he'd like to attach himself to one of the
                  giant skeletons, then change your mind because you are worried
                  about Morte's safety, it will increase your Goodness.

    We are done here for now, so either leave through the Portal (x 1400 y 450)
    or the Front Gate (x 1040 y 2650).  I'd recommend the Portal, but either way 
    is about the same.

    Note:  Be sure to come back here when you get the "Stories-Bones-Tell"
           ability to talk to the zombies (I'll have another Mortuary Section
           after you get that ability showing you which zombies to talk to).

    Note:  Your disguise (if indeed you are wearing one) will disappear when you
           leave.

  Area:  AR0206, Crypt
  

    Treasures:  - 30 Coppers                        (x 440 y 600)
                  Note

    We're here if we used the portal from the Mortuary.  Just grab the coppers
    (and take a look at the note if you want), and leave into the Hive.


--------------------------------------------------------------------------------
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
  

    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  y ).
                   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  y ) 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:
                   ????????????????????????????????????????????????????????

                 - 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
  

    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
  

    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  y )
                   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  y )
                   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  y )
                   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  y )
                   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  y), 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  y )
                   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  y ) 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  y ) 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  y ).

    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.  Take care of him, and return (you
      can check out that section for more information) for 750 experience.

      Also with Norochj you can take on his Mausoleum QUEST (see Experience
      above).

      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  y ).

    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 when 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  y ).

    NPC:  Sere (doesn't join)


(not finished yet)




Notes:

** Ilquix in the Smoldering Corpse is a greater demon, and can be killed, also
   so can the Abishai in there.

** 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

  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 - ??                  - "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 - ??                  - "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 - ??                  - "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 - ??                  - "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...

(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)

  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!


_________________________
Shameless Self Promotion:

  I have also written FAQs for:
    NES:      Disney Adventures in the Magic Kingdom
              Final Fantasy -- Magic FAQ
              The Legend of Zelda
    SNES:     Aerobiz
              Aerobiz Supersonic
              Utopia: Creation of a Nation
    Genesis:  StarFlight
    PSX:      Thousand Arms -- Walkthrough
                            -- Forging/Dating FAQ
    PC:       Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                          NPC List
                                                          Creature List
              Colonization -- the Single Colony Strategy Guide
                           -- the Cheat Guide
              Drakan: Order of the Flame
              Dungeon Hack
              Master of Magic (revision)
              Messiah
              Pharaoh
              Planescape: Torment  -- Items Listing (separate from this FAQ)
              Rollercoaster Tycoon
              Sid Meier's Alpha Centauri
              The Sims
              Ultima 4: Quest of the Avatar
              Ultima 7: The Black Gate
              Ultima 7 Part 2: Serpent Isle
              Ultima Underworld -- Keyboard Commands
              Ultima Underworld II -- Keyboard Commands
                                   -- Spell List
  All of my FAQs can be found at:
    http://www.gamefaqs.com/


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:

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)


__________________________
Misc Facts about this FAQ:

  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 131k
  This is the 2nd revision of this FAQ.


________
Stinger:

  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!"
________________________________________________________________________________

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.
