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Planescape: Torment Online Walkthrough by Montresor


TABLE OF CONTENTS  |  CHARACTER CREATION  |  GAMEPLAY  |  NPC LIST  |  ITEM LIST   
About the Walkthrough  |  About the Maps  |  About the Author  |  Where to Begin
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Current Act - The Fortress of Regrets:  
Overview  |  The Fortress Entrance  |  The Main Hall  |  The Trial of Impulse  |  The Maze of Reflections  |  The Fortress Roof  
Previous Act: Back in Sigil  

THE MAZE OF REFLECTIONS

Once again you wake up on a stone slab. This time, however, you are in the company of ... yourself ... and yourself, and ... yourself again!

As you learned from the sounding stone in the Trial of Impulse, the crystal was a prison that split the soul. You are now in that prison, and these three earlier incarnations of yours have been split from you. The way to get out is to get all three of them to merge with you, or kill them. You don't have to handle them in any particular order but as you have probably learned by now, it pays to seek the non-violent solution.

When you wake up, the three incarnations will have a short chat with each other before one of them, the Practical Incarnation, addresses you.

Once you have killed or absorbed all three incarnations, Deionarra appears and leads you to the Fortress Roof for your final showdown with your enemy.

Before leaving the Maze of Reflections, you can rest here. This is especially useful if you are a Mage and have gained a large number of levels, for example from the Bronze Sphere.

IMPORTANT NOTE: If you play your cards right with the Practical and Good Incarnations, you can learn from the Good Incarnation that he was the first incarnation, and from the Practical Incarnation that the Bronze Sphere is a dead sensory stone with some of the memories of the very first incarnation. When you have learned both these facts, you can use the Bronze Sphere to gain a ton of memories, learn your true name (which, however, is not revealed – to the player, the Nameless One remains nameless!), and not least 2,000,000 XP. You also gain the Symbol of Torment, which allows you to cast "Rune of Torment" an unlimited number of times.

 

Map Key

  1. Arrival point.
  2. Practical Incarnation.
  3. Paranoid Incarnation.
  4. Good Incarnation.
  5. Deionarra.


What to do

You wake up at 1.

The Practical Incarnation at 2 is the first to address you. You can learn from him that he was the one who came to the Fortress of Regrets before you and was killed here.

He first gives you a little rundown of the situation. You are locked in this room and only one may leave. In other words, you all have to merge, and the Practical Incarnation intends his mind to be the dominant one. Needless to say, this must not happen; letting him absorb you means losing the game.

Follow all the conversation options:

For merging with the Practical Incarnation, you gain 96,000 XP and a +1 bonus to your Wisdom and Intelligence.

TIP: If you don't have the necessary Wisdom or Intelligence to best the Practical Incarnation, you can raise your Intelligence if you brought some Cranium Rat Charms or the Kasseg Cerebral Parasites you got from Fhjull Forked-Tongue. Or you can break off conversation and speak to the other two incarnations first, especially the Good Incarnation, to learn that he was the original incarnation. This, coupled with the knowledge that the Bronze Sphere is a sensory stone of the first incarnation, will allow you to use the Bronze Sphere for 2,000,000 XP and enough levels to raise either your Intelligence or Wisdom as necessary.

The Paranoid Incarnation at 3 was a later incarnation than Practical; possibly just after him. The first thing you learn is that it was him who left you the Dodecahedron Journal and the trap in the sensory stone in the Private Sensorium back in Sigil.

Merging with the Paranoid Incarnation gives you 64,000 XP and a +1 bonus to your Strength and Constitution.

The Good Incarnation at 4 will merge with you readily enough. But you shouldn't ask him outright! If you do so, you lose some very important information, so avoid the first conversation option!

First, ask him why there are only three incarnations present. He suggests that these are the incarnations that were still present in your mind. A new conversation option becomes available:

Now, ask him to elaborate on that ("Before you said that when we die, traces are left in the mind..."), and ask him if the original one, before the incarnations, might still be buried in your mind. You gain 96,000 XP with the realization that *HE* is the first incarnation! He chose to become immortal to gain time to atone for a great sin that would have condemned him to the Hells after death. But he found that he lost his memories with every death, and the Planes have been dying ever since. He then merges with you for 32,000 XP and a +1 bonus to your Wisdom.

Deionarra appears at 5 when all three incarnations have been dealt with one way or another. You can tell her how she died and why, or lie to her about it, or you can just ask her to bring you to your adversary. No matter which conversation options you choose, you end up in the same place: On the Fortress Roof.



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