PLEASE SUPPORT SORCERER'S PLACE BY BUYING FROM OUR NEW SHOP!
Sections

News/Main


Games [Store]


Fantasy Books


SF/Fantasy DVDs


Fantasy Worlds


Community


SPS Accounts


Hosting


Info/Contact




Bi-weekly Shot
"But the gnome said that this was a petting zoo!"
(Shadows of Undrentide screenshot submitted by chevalier)

Submit/Discuss/Archives



Bi-weekly Poll
Will the inability to import DLC & promo items from Dragon Age: Origins into Awakening affect your decision to purchase future DLC?

• Yes, I'm not going to buy any more DLC
• Yes, I'll buy less DLC in the future
• Maybe, I might buy less DLC or stop buying it completely
• No, this won't affect my DLC purchasing habits



Latest Release

Order Dragon Age: Origins at our Game Store!

Location: Games » Planescape: Torment » Walkthroughs & Guides

Planescape: Torment logo

Black IsleBioWareTSR


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

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:

  • His reason for saving Dak'kon was Dak'kon's blade – a blade shaped by his thoughts!
  • He brought Deionarra here to be killed so her ghost could serve as his spy on the Negative Material Plane. The Paranoid Incarnation intervenes here to complain that she was the female ghost that kept haunting him.
  • He imprisoned Vhailor because Vhailor was hunting him. Vhailor has a direct link to Justice itself, which gives him power even over immortals.
  • He brought Xachariah to the fortress because Xachariah could "see" things with his "sight" that nobody else could
  • This is also the incarnation who built the empty tomb beneath Sigil. (The Paranoid Incarnation intervenes here to tell you that he changed the inscriptions and made them harder. Practical is not happy about this!)
  • It was also him who pried Morte off the Pillar of Skulls.
  • Very importantly, he is the one who made Pharod search for the Bronze Sphere beneath Sigil by lying and telling Pharod that it would save his life. Lie and tell him that it died with Pharod. The Practical Incarnation will tell you that it was a dead sensory stone that contained some of the memories from the *first* incarnation (learning this nets you 96,000 XP).
  • Finally, tell him that you are ready to merge with him. When the moment comes, try to make him merge with you. If you can't do this (you need a Wisdom of 21 or an Intelligence of 21), break off the attempt and kill him instead.

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.

  • First of all, he is not willing to merge with you. He would rather die. Don't succumb to the temptation of granting him his wish; convincing him earns you more experience.
  • You can ask if he left the trapped sensory stone for you but don't tell him the trap was easy to break, or he will attack you. Killing him earns you 12,000 XP.
  • If you have strangled somebody in Sigil (one of the pickpockets in the Hive or a Dustman on the 3rd Floor of the Mortuary), you can ask him if he was the one who strangled all those people.
  • If you strangled somebody in Sigil, you can also try to strangle the Paranoid Incarnation.
    • If you have strangled at least six people, you will succeed without further trouble. You can then demand that he merge with you, or you can strangle him.
    • If you strangled less than six people, you will win with a Strength of 21 or better, or with a Strength of at least 16 and a Constitution of at least 21.
    • If you can't overcome him, you have to break free and fight him instead.
    • Don't let him snap your neck, as this loses the game for you.
  • If you have been mazed, you can ask if he was the incarnation the Lady mazed. Yes, that was him.
  • It was also him who killed the linguist Fin.
  • Finally, speak to him in the language of the Uyo. This will convince him that you are also he, since nobody else knows that language. He then agrees to merge with you.

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.


Top

Subsections

Walkthroughs & Guides


Tips, Tricks & Hints


Editors, Hacks & Trainers


Mods


Maps


Screenshots


Official Patches & Miscellanea


SP Forum


Content Cross-over Reference


Infinity Engine Modding




Features

Message Boards


Arcade & Blogs


Chatrooms


Content Submissions


Articles/Editorials +


Mod Reviews


Hosted Sites


Sorcerer's Place Stores: Games, DVDs, Books and Merchandise


Search


Downloads currently hosted on SP: 1098
Adventurers currently exploring SP: 53
Registered forum users currently online:
hootpad, ChickenIsGood
and 31 others hiding in shadows*



Supporter Login
Username:

Password:

Ad Display Level (help)




Supporting SP
Has Sorcerer's Place been useful? If you would like to show your appreciation for all our hard work on the site, and help us pay the bills the site generates every month, please see how you can help support SP. Thank you!




Hourly Quote