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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 - Find Ravel:  
Overview  |  The Lower Ward  |  The Foundry  |  Bones of the Night  |  Clerk's Ward  |  The Brothel of Slating Intellectual Lusts  |  The Civic Festhall  |  Undersigil  |  Rubikon  
Previous Act: Find the Place where Annah Found your Body  |  Next Act: Ravel's Maze  

CLERK'S WARD

Ah – I see you have found your way to Clerk's Ward, one of the finest wards in Sigil. You will spend a lot of time here. Please feel free to explore the area – but don't harass the citizens, or the Harmonium Guards will come and harass you! This is an orderly ward, cutter, and we want it to stay that way!

The two most important buildings in the ward are the Brothel of Slating Intellectual Lusts and the Civic Festhall, home to the Society of Sensation (also known as the Sensate Faction). Both of these buildings are described on separate pages, as is the underground dungeon of Undersigil.

The following smaller buildings in this area are described separately on this page after the main area:

 

Map Key

  1. Exit to the Lower Ward.
  2. Diligence and Matter-Of-Course.
  3. Tailor Shop.
  4. Malmaner.
  5. Entrances to Undersigil.
  6. Sarhava Vjhul and her two toadies.
  7. Salabash the Onyx.
  8. Entrance to the Civic Festhall.
  9. Entrance to the Brothel of Slating Intellectual Lusts.
  10. Jolmi's messenger.
  11. Drunken Mage.
  12. Nemelle.
  13. Able Ponder-Thought.
  14. The Advocate's Home.
  15. Eli Havelock.
  16. Old poet.
  17. Entrance to the Art and Curio Galleria.
  18. Entrance to the Apothecary.
  19. Elobrande.
  20. Actors.
  21. Aelwyn.
  22. Cursed artist.
  23. Clerk's Ward Thugs.
  24. Finam the Linguists Home.
  25. Entrance to the Curiosity Shoppe.

In addition to the named characters, you will meet a number of generic citizens who will yield very little information. There are also a number of Harmonium guards, also of little use. Speaking to them and refusing to move on when they tell you to do so is a Chaotic act.

Finally, there are three or four Harlots who are somewhat more expensive (but also, presumably, cleaner and more refined) than the Harlots in the Hive. Please note that you still can't go with a Harlot if Annah is nearby. If you want to make Morte happy, you can lend him some cash for a roll in the hay with one of them.

Some of the citizens of Clerk's Ward having a quiet drink. You will need to speak to Nemelle and the drunken mage.

Finding your way around Clerk's Ward

There is an exit back to the Lower Ward at 1.

At 2 you will find Diligence and her bodyguard Matter-Of-Course. Matter-Of-Course has little to say to you but you'll want to watch your step around Diligence. Be impolite to her and she will call the guards. If you are in good standing with her and you have gotten into trouble with the Harmonium, she can call off the guards once – and once only!

At 3 you will find the entrance to the Tailor Shop.

Malmaner at 4 wants you to do him a favor. He has angered the tailor and is no longer allowed in the shop. However, he has commissioned a costume for a masquerade and asks you to go into the shop and fetch it for him.

Just enter the shop and speak to Goncalves. If Fall-From-Grace is not yet in your party you will have to wait while the tailor works (be patient – it matters!), then buy the Dustman costume for 30 copper pieces. Go back out and deliver it to Malmaner (8,000 XP), then tell him that Goncalves told you there were many people going as Dustmen. Offer to fetch him another costume, enter again, and buy the Godsman costume for 50 copper pieces. Deliver this costume to Malmaner for 6,000 XP.

With a Charisma of 15 or better, you can cheat Malmaner into paying more for each costume than they really cost you. This will of course make you more Chaotic.

Demanding payment for running Malmaner's errands is Evil. If you take the payment and then refuse to do the service, Malmaner calls the guards.

At 5 (two places) you will find the entrances to Undersigil, an optional area with some extra tough monsters.

At 6 you will meet Sarhava Vjhul and her two Toadies. Sarhava is a young aristocratic woman who has had a bit too much to drink and finds amusement in insulting passing strangers, secure in the knowledge that she can get away with it. You can handle the situation in several ways, from humiliating yourself by licking her feet to letting Morte or Dak'kon insult her back, calling the guards (she will relent, knowing full well that the guards know her well enough and will take your side;-), or fighting her. If Fall-From-Grace is nearby, she will interrupt and take care of the matter. Otherwise, I suggest you let Morte handle her – his "Desert Princess" dialog is hilarious!

Salabash the Onyx at 7 is a mage who wants to become mage-tutor at the Civic Festhall. If you have already met the cursed performer at 22, you can learn that it was Salabash who cursed him. If you have met Reekwind back in the Hive and promised to help him get rid of his curse, Salabash will tell you he didn't curse Reekwind but suggest that you speak to Jumble Murdersense in the Festhall.

After speaking to Jumble Murdersense – and getting cursed – you should speak to Salabash again and get him to teach you a curse you can use against Jumble. When Salabash refuses, tell him it's not because he WON'T, it's because he CAN'T!

The entrance to the Civic Festhall is at 8.

Salabash the Onyx and the entrance to the Civic Festhall

At 9 you will find the entrance to the Brothel of Slating Intellectual Lusts.

Jolmi's Messenger at 10 wants you to speak to Mistress Jolmi in the Civic Festhall.

The Drunken Mage at 11 can't stop drinking and this is ruining his life. If you have spoken to Unfulfilled-Desire in the Civic Festhall, you can suggest that he should speak to her. He will give you his Frost-Ale Mug before leaving to see her.

If you still have the Decanter of Endless Water, Nemelle at 12 can teach you its command word. With the command word you can now use the decanter to free Ignus back in the Smoldering Corpse Bar and add him to your party.

Nemelle also wants you to find her friend Aelwyn for her. Aelwyn is at the other bar at 21. Once you have found her, report back to Nemelle for a reward of 8,000 XP and a magical kiss that gives you a +3 bonus to Max HP.

Able Ponder-Thought at 13 can fill you in about Sigil, Clerk's Ward, and Ravel Puzzlewell if you can stand his long-winded explanations.

The entrance to the Advocate's Home is at 14.

Eli Havelock at 15 is the thief-tutor of the Civic Festhall. With a Wisdom of at least 13 you can convince him to return to training thieves for 12,000 XP. Otherwise he demands money for training you.

At 16 there is an Old Poet reciting poems. You can heckle him to become more Chaotic. You get the best results with an Intelligence of 13 or higher.

At 17 you will find the entrance to the Art and Curio Galleria.

At 18 you will find the entrance to the Apothecary.

Elobrande at 19 wants to read your fortune. But she will find that you have no fortune and returns your money to you. When you say goodbye, she will give you a scroll that apparently was meant for you. You can read the scroll to find that it is trapped (you will take 36 HP damage). Then return to Elobrande to learn that the scroll was given to her mother by someone who was apparently mad (an earlier incarnation of yours).

There are Two Actors giving a show at 20. Speak to the actors to either drop a coin into their caps, or steal their money. You will succeed with a Dexterity of at least 13; otherwise you will only gain the unwelcome attention of a group of Harmonium guards!

Aelwyn at 21 is the woman Nemelle at 12 is looking for. Once you have reunited the two, speak to her to learn that she has known at least two incarnations of yours. One was a Sensate (this will teach you that you are a legitimate member of the Sensate faction) and the other was mad. The latter incarnation tried to attack Aelwyn and she used her abilities as an Aasimar to make him jump out of a tower to his death.

The Cursed Artist at 22 is trapped inside an invisible box. He was cursed by Salabash the Onyx whom you can find at 7. You can't help the performer, though, but Salabash will assure you that the curse is only temporary.

There is a group of Clerk's Ward Thugs standing around at 23. Only the Thug Boss will speak to you. If Annah is nearby, she will interject and comment on his use of slang and – let us say, some of his other characteristics ;-) which will make him attack you. Keep Annah out of hearing range for the best results. You can then speak to the boss to learn that he has a steel box. Get the box from him by buying it or through trickery, then speak to the box ("Use" it from your inventory). You will learn that it contains the head of someone named Mertwyn, and that the head wants to be reunited with its body in the Civic Festhall. Take the box to Mertwyn the Headless in the Festhall.

To trick the box from the thugs, you need to have met Mertwyn already in the Festhall. Suggest to the Thug Boss that you have a contest for it: He can give you one good hit with his axe, and if you survive, you get the box. If you die, he gets all your money. If you have less that 15 HP, you will die and lose all your money. If you have more HP, you get the box.

Daddy's Boy playing tuff "Thug".

The entrance to Finam the Linguist's Home is at 24.

The entrance to the Curiosity Shoppe is at 25.

The Tailor Shop

The tailor sells some useful armor for Annah and Fall-From-Grace. You also need to speak to him to solve Malmaner's quests.

 

Map Key

  1. Exit to Clerk's Ward.
  2. Golcalves.

 

The exit back to Clerk's Ward is at 1.

Goncalves the tailor is at 2. You need to speak to him to get the Dustman and Godsman costumes for Malmaner. You can also ask what he sells to find the following items:


The Advocate's Home

This is where you meet Iannis the Advocate. He has the legacy you left for yourself in an earlier life, as well as the legacy Deionarra left for you.

 

Map Key

  1. Exit back to Clerk's Ward.
  2. The Advocate.

 

The exit back to Clerk's Ward is at 1.

At 2 you will find the Advocate Iannis. Speak to him to learn that he is the father of Deionarra, the ghost you met in the Mortuary. Tell him of this, and that you believe you were the man she was traveling with, then promise him to let him know if you learn what happened to his daughter.

Furthermore, you will learn that there has been a fire here recently and that several old legacies were burned. The arsonist was never caught but you have probably already guessed it was one of your own earlier incarnations.

If you have found Deionarra's sensory stone in the Private Sensorium in the Civic Festhall, you can tell him about it and promise to see if you can convince the Sensates to give him access to the stone. To solve this quest, speak to Splinter in the Festhall and he will give the permission. Report back to Iannis for 8,000 XP.

From Deionarra's sensory stone you will also have learned that she left a legacy for you. Claim the legacy to get:

If you have found the Dodecahedron in the Civic Festhall and have read it, you will know that you left a legacy for yourself. Claim this legacy to get:


The Art and Curio Galleria

This is where the citizens of Clerk's Ward go to enjoy fine works of art.

 

 

Map Key

  1. Exit back to Clerk's Ward.
  2. Dark Birds of Ocanthus.
  3. Gray Hag of Oinos.
  4. Gangroighydon.
  5. Yvana.

Wonder what happens if I smear this Gorgon Salve on that stat....

 

The exit to Clerk's Ward is at 1.

The Dark Birds of Ocanthus is the rotating pieces of ice at 2. You can examine the "birds" but you can't grab or touch them without risk of losing your fingers due to the extreme cold. If you have a Frost-Ale Mug, you can catch one in the mug. You can get a Frost-Ale Mug from the Drunken Mage in Clerk's Ward, or you can buy one at the Curiosity Shoppe.

After catching one of the pieces of ice, speak to Yvana at 5 to learn that they are made of ice from the river Styx which causes people to lose their memories. You can use this to help Merriman in the Civic Festhall lose his memories.

The Gray Hag of Oinos is the painting at 3. Examine it, then leave. You will regain a memory of Ravel along with 300 XP.

The statue at 4 is Gangroighydon, a sorcerer who was about to utter a terrible curse when he was petrified. You can examine the statue closer and break off a piece to gain a Mad Splinter, which can be used as a quite good weapon. You should already have better weapons but the splinter is also valuable as a sellable item.

If you buy the Gorgon Salve at the Curiosity Shoppe, you can smear it on the statue. Gangroighydon comes back to life and utters his terrible curse. You will gain 4,000 XP but you will also die. Morte will learn some new and terrible insults, upgrading his Litany of Curses.

Yvana at 5 is the owner of the Galleria. If you have met Yves the Tale-Chaser in the Brothel of Slating Intellectual Lusts, you will realize that Yvana is her mother. They are not on speaking terms at the moment but you can change this if you tell Yvana the story that Yves told you about herself. Reconciling mother and daughter is a Good act. Yvana regains her eyesight after being reconciled with Yves.

You can ask Yvana about the pieces you have studied to learn what they are and where they come from. Don't forget to ask if she knows anything about Ravel Puzzlewell, and also make sure to ask at the very least about the pieces of art described above!

The Apothecary

This is the local charms shop. You will need to come here for a Vial of Skin and Blood when you're helping Nihl Xander build the Dreambuilder in the Great Foundry.

 

 

Map Key

  1. Exit to Clerk's Ward.
  2. Pestle-Kilnn.
  3. Pestle.
  4. Kilnn.

 

The exit back out to Clerk's Ward is at 1.

The first time you enter here, you will find Pestle-Kilnn at 2. Speak to him to learn that he is really two people who were merged because one of them drank too many weird potions. Offer to help split them again.

To split them, buy the Elixir of Horrific Separation from the Curiosity Shoppe and give it to Pestle-Kilnn for 6,000 XP. From now on, Pestle will appear at 3 and Kilnn at 4. Report to Pestle for your reward: Ten Clot Charms.

Don't forget to ask Pestle-Kilnn (or Pestle) to make you the Vial of Skin and Blood for the Dreambuilder.

The Linguist's Home

This is the home of Finam the Linguist. You need to come here to learn the language of the Dodecahedron journal.

 

 

Map Key

  1. Exit back to Clerk's Ward.
  2. Finam the Linguist.
  3. The ashes of Finam's father, Fin.

 

The exit back to Clerk's Ward is at 1.

Finam at 2 is a linguist. After finding the Dodecahedron in the Civic Festhall, you need to speak to him to learn the language of the Dodecahedron.

The language is the language of the Uyo, which Finam doesn't speak. The only man who spoke it was Finam's father Fin, who was murdered by a student. You can learn the language in two ways:

  1. Get Fin's notes from Finam. To do this, you will need to find a book which Finam has forgotten in the Brothel of Slating Intellectual Lusts. The book is in the cupboard in Luis the Wardrobe's room in the Brothel. Take the book back to Finam for 25,000 XP, and he will give you his father's notebook in return.
  2. Ask Finam about his father to learn that Fin was cremated and his urn is standing on Finam's mantelpiece. Use Stories-Bones-Tell on the ashes to ask Fin to teach you the language of the Uyo.

Fin is at 3. Click the urn to summon him back from the dead and teach you the language of the Uyo. You will learn the language for 8,000 XP and you will also regain a memory of murdering Fin (4,000 XP) to ensure that he didn't teach the language to anyone else! You can confess this to Fin and apologize, or you can stay silent about it.

The Curiosity Shoppe

You will need to buy a lot of special items from Vrischika. But she also has some excellent weapons and charms. And if you're on an evil path, you can sell one of your companions into slavery here.

 

 

Map Key

  1. Exit to Clerk's Ward.
  2. Vrischika.
  3. Standish.

 

At 1 you will find the exit back out to Clerk's Ward.

The first time you enter here, Vrischika at 2 will have a thing or two to say about Morte and not least Fall-From-Grace. She will accuse Morte of lying and Fall-From-Grace of being a spy for the Baatezu and claim that the Brothel is a training ground for her agents. Grace will of course deny these charges.

You can buy two kinds of items from Vrischika: Exotic items, which are bought through dialog, and Weapons and charms, which are bought through the ordinary shop interface.

If you're looking to sell a companion into slavery in connection with the Grimoire of Pestilential Thought, you can sell either Morte, Dak'kon or Nordom to Vrischika.

You can buy the following Exotic items:

Some of the most interesting Weapons and Charms are:

Standish at 3 doesn't want to speak to you, as he fears this will anger his Mistress Vrischika. Obviously he is her slave.



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