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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 - Back in Sigil:  
Overview  
Previous Act: The Outlands and the Hells  |  Next Act: The Fortress of Regrets  

ACT 9: BACK IN SIGIL

Congratulations! You have made it through the Outlands and two of the Hells and back to Sigil. Now all you have to do is prepare yourself for the endgame, which takes place in the Fortress of Regrets. However, there is a number of things you can do in Sigil before moving on to the endgame:

As the last two things on this page, I describe:


Visit Mebbeth

If you listened well when you spoke to Ravel in Act 6, you remember that Ravel has been Ei-Vene in the Mortuary, Marta in the Buried Village and Mebbeth in Ragpicker's Square. If you look for Ei-Vene and Marta they have simply disappeared but Mebbeth is still around, though not for long!

Speak to Mebbeth in her hut. There aren't many conversation options but if you saved one of the Black-Barbed Seeds you got from Ravel, you can give it to Mebbeth for 12,000 XP. Be kind to Mebbeth/Ravel; she was very kind to you. :-)


Visit Fell

You should also make sure to visit Fell's Tattoo Parlor in the Southeastern Hive Sector. Fell will have some new tattoos available, depending on your adventures. If you haven't already, make sure to buy the double specialization tattoo for your class. Other tattoos that are worth a closer examination are the ones relating to your meetings with Ravel (Tattoo of Ravel; Tattoo of Ravel's Kiss; Tattoo of the Silver Tongue) and Trias (Tattoo of the Betrayer; Tattoo of the Redeemer).

Visit Undersigil

One thing you should do is visit Undersigil where you can find a new breed of monsters, Greater Glabrezu. Each of these monsters is worth 70,000 XP and will drop either a lot of money (between 700 and 900 copper pieces) or one of these items:

Platter has done this excellent research on the Greater Glabrezu.

Visit Coaxmetal

Also make sure to visit the Siege Tower in the Lower Ward. Coaxmetal may be able to craft new and powerful weapons for you and your team. You will be soloing through most of the endgame, so prioritize getting weapons for yourself.

When you try to end the conversation, if you have the Modron Toy in your possession that you bought in the Curiosity Shoppe in Clerk's Ward, Coaxmetal demands that you give it to him. You don't have to give it to him, and if you haven't yet picked up Nordom in Rubikon, I strongly advice that you hang on to it for now. Also, giving the Modron Toy to Coaxmetal and setting him free is a strongly Chaotic Evil act. In return for the Modron Toy, Coaxmetal gives you the Entropic Blade, one of the best weapons in the game. You can change it to any weapon class you wish, as many times as you wish.

Checklist Before Entering the Portal

Before you enter the portal to the Fortress of Regrets, make sure to run through this checklist:


How to find the Fortress of Regrets

The portal to the Fortress of Regrets is in the room where you first woke up. Walk northwards towards 2 on the map below, and you should get the right prompts.

 

Map Key

  1. Where you first woke up at the start of the game.
  2. Portal to the Fortress of Regrets.

You get 250,000 XP for inscribing a regret on a piece of your own skin. It doesn't matter which regret you pick; you can even regret that you have nothing to regret.

Once this is done, ask your companions if they are ready. Each of them will tell you yes, until you get to the last one – and it turns out there was one last thing Morte "forgot" to tell you: You have been here before, both of you. Together.

Apparently, the last time you went to the Fortress of Regrets, something was waiting for you there. And that something will still be waiting for you. Your party was split up on arrival, and Morte spent his time running from Shadows.

When asking about his use of the word "We", you will realize that it doesn't just mean you and Morte, but that there were other companions. One of them was Dak'kon.

Dak'kon reveals that a party of five traveled to the Fortress, and that each one of them died their own death:

Dak'kon can also tell you that the fortress is full of Shadows, and that they *suffer* because they *know* of torment. And, they will use this knowledge to hurt you.

Finally, Morte will tell you that the other incarnation he traveled with wasn't like you – he was ruthless and didn't care about anything or anybody but he was "one smart basher". In other words, if he tried and failed, you had better be sharp, or you will also get your ass handed to you. But it's not always who is smartest, or most powerful, or toughest. In other words, Morte believes that you can handle what is to come. If you have made it this far without too much trouble, so do I.

With these words of encouragement, we move on to the grand finale; Act 10: The Fortress of Regrets.



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