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ACT 10: THE FORTRESS OF REGRETS – OVERVIEW
This is it...
As Morte warned you when you opened the portal back in the Mortuary, your party is split up and you find yourself alone in the Fortress Entrance.
What Happens in Act 10?
The final act is completely linear:
- You start the act in the Fortress Entrance. There are no enemies in this area but one old friend. Make sure to speak to Deionarra before moving on to...
- The Main Hall: You need to solve a little riddle here before you proceed to the next area. This area is crawling with True Shadows, so watch out!
- The Trial of Impulse is next. Here you will meet an old acquaintance, who is now an enemy. He must be defeated before you can continue to...
- The Maze of Reflections. Without spoiling too much, let us just say that you will find three other people here, who must be dealt with one way or another. When done, you can move on to the grand finale:
- The Fortress Roof. This is where you find your party members and the game boss.
Warning: You can only die a limited number of times in the Main Hall or the Trial of Impulse. You will wake up in the Fortress Entrance and you can go back from there. However if you die more times than there were members in your party when you entered the Fortress, you lose the game.
You also lose the game if you die after the Trial of Impulse!
Creatures
As described above and on the area pages, you will meet and in various ways defeat a number of named creatures.
The only new generic creature class are the True Shadows that you meet in the Main Hall. Each shadow has about 100 HP and deal out a lot of damage, so be prepared with healing charms and the right spells, and try to take on as few as possible at any time.
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