Daily Radar's Walkthrough
Planescape: Torment -- The Daily Radar Walkthrough
If you've ever been out drinking and crossed paths with a shot
called the Mind Eraser (Kahlua, vodka and water, layered in a shot
glass and drunk with a straw; if you slurp it fast enough, you don't
taste anything except the water), you may know this scenario. You
just wake up on an embalming table in a mortuary. You can't remember
who you are, how you got there or what the hell you're trying to
accomplish. The only one around to talk to is a floating skull who
would rather comment on your overwhelming stench than dish out advice.
Maybe you should just go back to sleep.
Unfortunately, in Planescape: Torment, you weren't out drinking.
You weren't asleep at all. You were dead. You could probably just
kill yourself, but you have this haunting feeling you'd just wake
up again. It looks like you'll have to get up and figure out what's
going on. What do you do next? Why, you read DailyRadar's excellent
walkthrough and tell all your friends to read it, too! Check it
out: this walkthrough takes you through the game in the most direct
way possible. If you follow it word for word, you'll miss most of
the sub-quests, secrets, weapons, treasures and other goodies. It's
best used to get you past a puzzle that has you stumped cold. NOTE:
This article contains spoilers! (Duh) If you don't want vital plot
points spoiled for you, don't read beyond this point! You've been
warned, now we don't want to hear whine that we blew the game for
When you wake up, you're on a slab in the second floor of the Mortuary.
First, talk to the floating skull, whose name is Morte. Get him
to read the tattoo on your back, which will tell you of a guy named
Pharod who might know something about your past, and also of a journal
that you'd been keeping that's been misplaced. Your main quest lies
in finding Pharod and the journal, but for now you have to get out
of the Mortuary. You'll need the Preparation Key, which is being
carried by a zombie in the southeastern area of the room. Search
the tables on the west side of the room until you find a scalpel.
Arm it, find the zombie with the key (he's labeled "Zombie
782"), kill it and grab the key.
Head to the door in the northwest corner of the room. Unlock it.
Make your way through clockwise from room to room until you reach
the southeastern room, speaking to every zombie and character you
encounter along the way. Find the stairway leading up to the third
floor and head up. Avoid the Dustmen on the third floor. They won't
be pleased to discover that you're alive. If you must speak to one,
tell him you're lost. Search the shelves on this floor until you
find the Mortuary Sanctum Key. Also, be sure to grab a piece of
junk. Head to the westernmost room, and take the stairs in that
room back down to the room in which you started.
Make your way clockwise once again to the southeastern room. Unlock
the door next to the stairs leading up to the third floor. Go through
it; you'll go downstairs to the first floor. Head southwest to the
Mortuary Gate. Find Soego, who paces near the gate, and ask him
to let you out of the Mortuary. He'll open the gate for you. Head
through it and into the Hive.
The Hive is split into four sections, each of which is bustling
with characters. Some are nameless residents, harlots and thugs,
but others have names. Characters with names can often offer you
good information and/or sub-quests. Talk to as many as you can about
the location of Pharod and your journal. Bear in mind that you can
pick quite a bit of experience by performing sub-quests. The fastest
way to finish the game lies to the west of the Mortuary's gate.
Head to the next section of the Hive, and continue west to Ragpicker's
This area is where the Collectors tend to gravitate. There's a
house here called the Midwife's hut where you can get healing and,
if you wish, become a mage. Head west through this cluttered locale
until you come to the portal; toss your junk into it and pass through.
This seedy place is full of thugs to beat the crap out of. Head
through to the southeast to find the bell tower. Talk the guards
into letting you pass, and climb down into the Buried Village.
This is where Pharod lives. Go to the guarded building in the northeast.
The guards will let you through the gate; head on in and talk to
Pharod. He'll be happy to reveal what he knows about you, Nameless
One, but you'll have to embark on a quest for him first. Wouldn't
ya know it? You'll have to get him a bronze sphere from the catacombs.
Leave Pharod's palace and head southeast. You'll have to talk to
the guards to get them to open the gate; convince them that Pharod
has sent you on a quest. If you wish to pass back through the gate
before you've found the sphere, you'll have to bribe or threaten
Weeping Stone Catacombs
This dank dungeon is chock fulla undead goons and cranium rats.
Individual rats are not dangerous, but if more than a few of them
gather in a group, they're powers are multiplied and they cast spells
at you. Head southwest until you find the entrance to the Dead Nations.
Search the crypts as you travel; there are all kinds of goodies
to be found.
As you enter this area, you'll be taken prisoner by Hargrimm and
his minions of undead creatures. They won't take your stuff and
you'll be given free reign of this locale, but you won't be able
to travel beyond its gates. You'll be released into Soego's chamber--the
Dustman has taken up residence in the Dead Nations as a missionary.
There are several ways to escape.
The best one is this: There is a skeleton wandering the halls that's
thinking about letting go of its undead existence and seeking True
Death. It's called the Contemplative Skeleton. Find it and talk
to it, and then Head back to Soego's chambers and tell the Dustman
that you've found a skeleton who may be interested in "converting."
He'll leave his chamber to find it, and you may then search the
room. Find his journal, read it, and then go find Hargrimm. Talk
to Hargrimm and tell him that Soego's a spy for Man-As-One. You'll
earn his trust, which you can reinforce by taking out a pack of
cranium rats. Wander about until one shows up, kill them, and speak
to Hargrimm again. He'll talk to the Silent King and allow you to
leave the Dead Nations. Two gates will open: the gate through which
you entered, which leads back to the Weeping Stone Catacombs, and
next to it the gate to the Drowned Nations. Go through the latter
You'll find the bronze sphere that Pharod wants in the southeast
corner of this locale. You'll have to battle your way past JEDs,
but you're not alone: ghouls, sent by the Dead Nations, are exploring
this region and decimating the creatures as well. Get the sphere
and head back to the Buried Village.
Return to Pharod's palace. He will tell you where his daughter,
Annah, found your corpse. She will, if you wish, lead you to the
site. Allow her to do so, and you'll find yourself in the Tenement
of Thugs. If you don't tell Annah to lead you, you can explore the
Buried Village further. To get to the Tenement of Thugs yourself,
make your way back to the Hive. Head for the southeast location
of the Hive, and look in the northeast portion of that area to find
the Painted Door. Annah will reveal the secret of how to open it.
Tenement of Thugs
You'll have to get through this building to get to the alley where
your body was found. Make your way toward the southeastern area
of the map, but search the area as you go. You'll need to find a
pry bar and a hammer Find Sybil - she can tell you how to get through
the last room past the thugs inside. Alternately, you can just kill
them all. Head through the door in the south to the Alley of Lingering
The Alley of Lingering Sighs
Work your way through this alley, and be sure to search each open
building as you go. Eventually you'll come to a gate in the southeastern
extremity of the map; go through it and talk to the stone face in
the wall. It will need your help in order to give you access to
the Lower Ward. First, it will need you to stop the daebus from
altering the alley any further. Return to the alley and either kill
the daebus, or, if you found the other daebus trapped in the nearby
building, talk to it and tell it of its counterpart's predicament.
Then, return to the face.
Secondly, the alley will need you to reverse the repairs the daebus'
have made. Head back to the alley and search it carefully. You'll
come upon two areas that, if you have a hammer and a pry bar, you
can revert to their original state. Once you've done this, go back
to the stone face. You'll have access to the Lower Ward.
If Morte is still in your party, he'll be kidnapped by an insane
skull collecting magician right when you enter this locale. To get
him back, head for the Wrecked House in the southeast. Go down the
ladder. Talk to Lothar. You can't kill this magician. He'll consider
returning Morte to you if you get him a skull of great value which
lies in a mysterious tomb in the catacombs. To get there, move the
divan in the center of the room and step down into the Wererat Caverns.
The Mysterious Tomb
Head through the Wererat Caverns to the southeast corner. Pass
into the Weeping Stone Catacombs, through the Dead Nations and into
the Drowned Nations. Go through the tomb door into the Mysterious
Tomb. Any companions in your party will be left behind while you
explore this area. This tomb is rigged with several deathtraps,
and to get through it you'll have to die a few times. The central
chamber in this area houses the tomb which you must open. Three
of the four antechambers have tomb keys (the fourth one is the entrance
vestibule to this area). You'll need each key. Note that, as you
walk from an antechamber into the central chamber without stepping
into the trap, you'll simply be teleported back into the antechamber.
The only way past this is to die!
Proceed through a hall to an antechamber. Open the coffin within
and take they key. When you head out of the chamber, step into the
middle of the metallic symbol; you'll be killed (if you're not,
walk away and step back in until you are). When you awaken, you'll
be in a different chamber in the area. When you've collected three
tomb keys, make your way into the central chamber (killing yourself
if you need to). In the central chamber, examine each panel of the
walls around the chamber. Press each one. Be sure to read each inscription
for valuable clues to your overall puzzle.
When you've pressed all of the panels, open the central tomb. The
skull Lothar wants is gone. Exit the mysterious tomb, and speak
to anyone from your party awaiting your return (otherwise, they
won't rejoin you). Head back through the Drowned Nations, the Dead
Nations and the Weeping Stone Catacombs to the Wererat Caverns.
Lothar will require skull of great value. Soego's head will do,
if you collected it after he was killed by the undead. If not, kill
Mantuok, the leader of the Wererats. His skull will satisfy Lothar.
Climb back up into the Wrecked House. Talk to Lothar and offer him
the substitute skull. He'll return Morte to you, and he'll tell
you that Ravel, a Night Hag, made you immortal. She might be able
to offer insights into your predicament. Speak to Morte and ask
him to return to your party. Then, leave the Wrecked House.
Go through the Lower Ward to the east, where you'll find the entrance
to the Clerk's Ward. Find Vrischika's Shop in the southeast. If
you want to buy everything you need to solve every puzzle in order
to find Ravel, get the following items: Deva's Tears, a Fiend Tongue
and the Chocolate Quasit. Then, head to the Civic Festhall in the
northeast corner of the ward.
The Civic Festhall
You'll need access to the Private Sensorium. Talk to Splinter and
ask him to allow you to become a Sensate. Share your experiences,
and you'll be allowed to join the sect. Ask Splinter to show you
to the Private Sensorium. Once there, find the mage Quell talk to
him. Offer him the Chocolate Quasit, in return for which he'll answer
your questions. Ask him about Ravel. Quell will tell you what the
key to her imprisoning maze is. Before you leave, touch each of
the sensory stones and pay attention to the experiences they relate.
Head back to the Festhall proper and wander east, past the lecture
halls. Go to the dorm area and talk to the girl at the desk. She'll
hand you a key to your private chambers, which is the easternmost
suite. Go on in. Search the cabinets to the north and find the dodecahedron.
Play with it until it opens. You won't be able to read the language.
Exit the Festhall and go to the Brothel of Slating Intellectual
Lusts, which is in the center of the Clerk's Ward. It's not important
to speak with any of the prostitutes at this time (as if you could
resist). Search the dressers and cabinets in each room until you
find Finam's book. Also, grab a handkerchief; you'll need it later.
Leave the Brothel (don't worry--you'll be back later) and find Finam's
House, which is in the southern portion of the map. Talk to Finam
and ask him to translate the dodecahedron. When he refuses, ask
for his father's notes. Give him his book, take the notes, and use
them to translate the dodecahedron, which turns out to be your old
journal. Read it until you find the number of your legacy at the
Leave Finam's House and go to the Advocate's House, which is in
the southwest. Talk to the advocate and ask him for your legacy.
He'll give you a receipt that will let you pick up something you
commissioned at the Great Foundry. That's back in the Lower Ward,
so leave the Advocate and go there. The Foundry gate is in the northwest
of the Lower Ward. Show the receipt to the guards and they'll open
the gate. Head on in and enter the Foundry through the doorway north
of the gate. Find the Clerk's office in the eastern portion of the
Foundry. Hand him the receipt and he'll give you the Unfolding Portal;
this is the portal to Raven's maze. Return to the Clerk's Ward to
find the key to the maze.
You'll need a piece of Ravel, to get through the Portal and into
her maze, but since she's trapped in the maze you can't get a piece
of her. You'll have to settle for the next best thing: a piece of
her daughter! No, not like that. Her daughter's blood is part of
Ravel. Go into the Brothel of Slating Intellectual Lusts and find
Dolora. Talk to her, and she'll tell you she needs the keys to her
heart from Merriman. Go back to the Festhall and find him; he's
usually wandering near the lecture halls. To get the keys, you can
kill him, pickpocket him or go on his sub-quest. While you're there,
find Montague and kill him. Alternately, you could spare his life,
but you'll have to return here yet again. Return the keys to Dolora
in the Brothel.
Talk to her, and she'll tell you of Ecco, one of the other prostitutes.
Go find Ecco and talk to her; give her the Fiend Tongue to restore
her voice and the Deva's Tears to calm the tongue. Ask her about
Ravel, and she'll tell you that the prostitute Kesai-Serris is Ravel's
daughter. Go talk to Juliette. She's sad because her relationship
with her boyfriend Montague is boring. If you killed him, tell her;
she won't be bored anymore. If not, go back to the Festhall, find
Montague and make him jealous. Talk to Juliette again and ask her
about Kesai-Serris' relationship with Ravel. She'll suggest you
speak with Kimasxi Addertongue, Kesai's half-sister and fellow Brothel
employee. Find Kimasxi, talk to her about Kesai, and then visit
Kesai and tell her to ask her father who her mother was. She'll
offer you a few drops of blood, which she'll dribble into your hankie.
Now, you can enter Ravel's maze.
Use the Unfolding Portal to enter this creepy place. Find the Night
Hag in the center of the maze. Talk to her; this will be a looooong
conversation. Eventually, she'll admit she made you immortal, but
it was at your own request. She'll tell you that there's an deva
in Curst who knows about your mortality. Do not refuse to answer
any of her questions! Eventually, the conversation will end. She'll
attack you; you'll have to kill her. She's one tough Night Hag and
she summons a bunch of shades to help her, so you may die a few
times during the battle. When you've finally kicked her ass, head
to the northeast corner of the maze and hop through the portal.
You'll wind up in Curst.
Find the Traitor's Gate Tavern. Speak to the bartender and ask
him where the deva is. He'll tell you that ht's in a prison; you'll
need a verbal key which you'll have to get by performing five quests,
required by five different people. The bartender will point you
to the first person to talk to. Each quest is given to you by someone
in the bar, and they are rather simple. None of them will require
you to leave Curst (except to go to Inner Curst, which is through
the entrance in the north of the Curst map). After you perform each
quest, return to the bar and talk to the person who give you the
quest; he or she will give you part of they key and point you to
the next person. When you've gotten all five portions of the key,
talk to the bartender again. Be sure you're rested up before you
ask him to send you to the prison.
Head through this area to the Southeast, where you'll find the
doorway to the Curst Prison.
Find Trias. He's in the center of the map. There are many, powerful
guards in this area, so watch your bottom. Trias will give you a
verbal key to the Outer Ring of the cellblock to the west. Use it
to open the guarded door. In the Outer Ring, kill the guards until
you find a bone key. Open the door to the middle ruin. Use Nameless
to lure all of the guards in this ring to the extreme southeastern
wall. Let them kill him. When you reunite with your party, return
to the middle ring and head for the next door in the northwest.
The guards won't bother you. In the center of the ring, find the
chubby guy. He'll offer you a challenge in return for the sword.
Take him up on it, and choose from strength, speed and wit based
on whichever attribute (strength, dexterity, intelligence) you excel
in the most. When you defeat him, he'll free Trias. Go and talk
to him, and ask him for knowledge. He'll send you to Fhjull the
Forked-Tongue, who lives in the Outlands. Head for the portal in
the northwest corner of the map and hop through it.
Find Fhjull's house - it's in the head of the dinosaur skeleton.
Talk to him. Ask him about your mortality. He'll tell you to speak
with Baator who lives on the Tower of Skulls. Fhjull will activate
a portal in the dino skeleton's hand that will take you there. Ask
him for aid. He'll give you any weapons and spells you ask for.
In addition, you can rest at his place.
Make your way through Baator to the southeast corner. There's an
exit to the Pillar of Skulls here. Before you go, use the Reform
Party option in the character menu to leave Morte behind. Go talk
to the Pillar. Ask it about the your predicament; it will tell you
the key to the Fortress of Regrets, the place where you can finally
find out everything. If you ask it how to get there, it will tell
you that you've already spoken to one who knows. Ask it about deva.
He is a betrayer. Return to Baator, have Morte rejoin the party,
and head for reddish rock in the southwest. Pick up obsidian and
let it cut your tongue. A portal will appear; go through it to return
to the Outlands.
Head back to Fhjull's house and talk to him. If you betrayed his
whereabouts to the Pillar, he'll be pissed. You'll have one chance
to ask him as many questions as you need to before he turns hostile.
His enemies may arrive to kill him. Bug out and head for the gigantic
skeleton's butt. That's where you'll find the portal leading back
to Curst...or so you think.
Curst, however, is missing. The town has up and vanished. The buildings,
the walls, everything is just...gone. The good news is, you can
rest here until your party is healed, and you can search various
containers and stock up on stuff. Hop through the portal in the
center of town. You'll end up in Carceri, which is where Curst ended
up. You must return Curst to the Outlands. Trias, the deva, is responsible
for the calamity. He is somewhere in the town, which is in shambles.
To save it, you'll have to influence its citizens to think happy
thoughts, and you can do this by helping them. The more folks you
help, the weaker Trias will be when you attack him. Yes, you must
kill him. Rest up in the barracks or the distillery before you try
to take him on. He's in full badass mode so it won't be an easy
You can find him in the Administration Building, which you can
access through the door in the northwest. Head north to the stairway
and climb to the second floor. Go to the stairway in the south corner,
and climb up to the third floor. It's worth noting that, as you
travel through this area, you're going to run into about a zillion
very powerful monsters. They are nothing compared to Trias. He's
in the southern room of the third floor. You will die many times
before you defeat him. Hurt him enough and he'll concede; find out
how to enter the enter the Fortress of Regrets and then either kill
him, or convince him to cease his attack. Curst will be returned
to its place in the Outlands. A portal will appear in the doorway
to the north. Enter it, and you'll be whisked back to the Hive.
The Fortress of Regrets
Go north to the Mortuary. Speak with the gate guard and convince
him to let you in. If you can't, there's always the old reliable
way in - find someone to pick a fight with and let him kill you.
Wander around the second floor of the fortress until a dialog appears
-- Nameless will know the portal when he encounters it. Talk to
Morte before you go. Note that the Fortress is full of Greater Shadows.
Make sure you're loaded with powerful weapons, charms, and spells.
Even on the easiest level, it's difficult to survive for more than
a minute at a time here. When you pass through the portal, the party
will be split up. You'll be on your own near the fortress entrance.
Head west and go through the doorway. When you enter the Fortress
proper, you'll quickly be surrounded by shadows; don't try to fight
Note also that you can only be killed and resurrected a few times
here, depending on how many people are in your party. Get to the
platform in the center of the room and find the machine. Pull the
lever marked X. Find three similar machines and pull their levers.
A portal will appear in the room to the east. It leads to the Trial
of Impulse If Ignus was among your party, he will attack you. If
you have any resist fire charms, use them now and kick his fiery
ass like you've always wanted to. Touch the crystal in the center
of the room. You'll emerge in the Maze of Reflections.
There are three other incarnations of you here that you must convince
to merge with you. The Good Incarnation is easy. You'll have to
bluff the Practical Incarnation, and fool the Paranoid Incarnation
into merging by speaking to him in the Language of the Uyo. Deionarra
will appear. Talk to her. You've now come far enough to finish the
game on your own. Do you recover your mortality? Fight the mysterious
adversary? The choices from here on are yours.