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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 - Curst:  
Overview  |  Outer Curst  |  Traitor's Gate Tavern  |  Inner Curst  |  Curst Underground  |  Curst Prison  
Previous Act: Ravel's Maze  |  Next Act: The Outlands and The Hells  

THE TRAITOR'S GATE TAVERN

This is where you get the quests that allow you to enter Curst Underground. You should begin by speaking to Tainted Barse at 2 on the map below. He will give you the quest to "Assemble the Key", which is described on the Overview page for Act 7.

You won't get anything out of the generic characters in the bar. Neither will you get anything out of the named NPCs until you get to them in the Key quest.

 

Map Key

  1. Exit back to Outer Curst.
  2. Tainted Barse.
  3. Chek'ka Plute.
  4. Marquez.
  5. Kitla.
  6. Dona Quisho.
  7. Nabat.
  8. Jasilya.
  9. Cupboards.
  10. Dallan.
  11. Kitchen.
  12. Stairs up to the top floor.
  13. Stairs down to the ground floor.
  14. Berrog.
  15. Container.
  16. Cupboard.
  17. Closets.
  18. Closed Room.


In the Traitor's Gate Tavern

At 1 you can exit back out to Outer Curst.

Tainted Barse at 2 is the innkeeper. He is the first person you should speak to in order to obtain the Key quest. Barse's daughter has been kidnapped by slavers and he refers you to Marquez at 4 for the first part of the quest, which is to save his daughter.

The shelves behind Barse hold a piece of Frosty Mint Candy.

Barse will sell you healing charms, cheese (worthless) and a Whispering Flask. You can also rent a room in the inn if you need to rest.

Once you have completed all five of the Key sub-quests, you should report back to Barse to be allowed into Curst Underground. Before entering the Underground, I suggest that you stock up on healing charms, rest the party, and not least save your game, as Torment doesn't create an Autosave at this point.

The drunk Harmonium guard Chek'ka Plute at 3 is spying on Barse to learn of his secret entrance to the Underground. If you fail to save Jasilya's life in the first Key quest, Barse demands that you kill Chek'ka Plute before he will let you enter the Underground.

The former Harmonium guard Marquez at 4 will give you the first of the Key quests: Save Barse's daughter Jasilya from the slavers. Link to quest solution.

Once you have killed the slavers, report back to Marquez for 65,000 XP. Marquez will now train you as a Fighter. He can train you to up to four proficiency points in any weapon class.

Kitla at 5 gives you the second Key quest: Resolve a family dispute. Link to quest solution.

After completing the quest, report back to her for your experience reward and a Scroll of Abyssal Fury. Kitla will now train you as a mage.

Dona Quisho at 6 gives you the fifth and last of the Key quests: Free the fiend Agril Shanak. Link to quest solution. When done, report back to her for your experience reward: 131,250 XP.

Nabat at 7 gives you the third of the Key quests: Help defend Kyse the dumpster against a group of thugs. Link to quest solution.

When you have finished, report back to Nabat for 43,750 XP, and Nabat will now train you as a thief.

After you save Jasilya in the first Key quest, she will be at 8.

The cupboard at 9 contains two Bandages, a Clot Charm and a Wooden Club.

Dallan at 10 gives you the fourth Key quest: Solve a political dispute. Link to quest solution. Once done, report back to Dallan for 87,500 XP.

In the kitchen at 11 you can find a piece of cheese (worthless) and a Steak Knife (next to worthless).

At 12 you will find the stairs to the upper floor.

At 13 you will find the stairs back down to the ground floor.

Barrog at 14 has come to Curst for reasons he won't or can't explain. He is clearly in the wrong place; just tell him to leave and he will.

The container at 15 holds:

You can find 33 copper pieces in the closet at 16.

In the room at 17 you will find a pair of Magic Punch Daggers in the drawer to the left. The drawer at the back of the room contains a knife, and you will have to "remove" the two Curst Citizens to get to it – hardly worth committing murder for!

If you enter the locked room at 18, the inhabitant, a big Curst Thug, will attack you. You can only find 4 copper pieces and a hairpin in the room, so it's hardly worth the trouble.



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