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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 o ne 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:
- Check that you have healing charms available in your own inventory. As Morte will tell you when you're getting ready, your party will be split up, so any items in your companions' inventories will not be available to you.
- If you are a Mage, make sure to memorize as many Cloudkill spells as possible on Level 5 in your spellbook and then rest. Cloudkill kills all shadows within range, and your most common enemy in the Fortress are Shadows.
- Make sure that you have the Negative Material Token that Candrian gave you in the Smoldering Corpse Bar back in Act 2. It gives you some protection against Shadows.
- If you haven't done so yet, go back to Pharod's Court in the Buried Village and take the Bronze Sphere from Pharod's cold, dead hands. It will be very useful in Act 10.
- You should also carry the Blade of the Immortal that you got from Coaxmetal in the Siege Tower.
- Depending on your alignment you may also want to change your party. If you are Evil, Vhailor won't be of much use. If you are Neutral or Good, you will want to drop Ignus in favor of another party member.
- Transfer useful items to your own inventory; in particular items that can be used to cast the spell Cloudkill: the two Abyssal Pipes that you found in the Drowned Nations and Stinky Chocolate which you can buy from Quell in the Private Sensorium in the Civic Festhall.
- You may also want to transfer your companions' best weapons and items to yourself, so you can give them back quickly in a pinch. Drop items you won't need, or sell them and use the money to buy more healing. You won't find any more shops once you leave Sigil.
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
- Where you first woke up at the start of the game.
- 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 died the death of faith.
- The skull (Morte) died the death of courage.
- The woman (Deionarra) died the death of grief.
- The blind archer (Xachariah) died the death of the body.
- You died the death of memory.
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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