Second Floor
Rise! (AR0202)
You wake up on a cold slab and rise from it
to see where you are. There are two things that strike you immediately,
the first is that you don't have any clue to where you are but
even more troublesome is that you don't even know who you are.
This is the start of a great adventure.
A talking skull
From the corner of your eye you see a floating
skull approaching you, when he reaches you he starts to talk.
Now listen to him because he gives you your valuable first time
information. One of the things he tells you about is the tattoo
on your back. It explains that you should go looking for a journal
and a man named Pharod. Someone found it very important to tattoo
that on your back, but for what reason? Morte, as the skull is
named, also suggest to go looking for a weapon and a key that
is on one of the zombies in the room so that the two of you can
get out of there.
The first kill
So start exploring the room, it's not so big
so you should have no trouble in locating the scalpel and the
bandages that offer some healing. You can examine the zombies
for the key, but killing them gives you some extra XP, which you
could need right now (65XP per zombie). Before you go about killing
them convince Morte to join you in this, he is a bit reluctant
but he will give in. So off you go and make your first kill. You
will find the key on one of the zombies. Use it to open the door,
which will result in you loosing the key. Don't worry about it,
you will not need it again.
Dhall
The next room will offer you the possibility
to start your journal. There is not a lot happening here so go
North to the following room. This is the Receiving
room and here you will find the "receiving room logbook", read
it to discover there are pages missing. You should also find some
copper and an iron fist. Talk to all the zombies and examine them
if possible, on one of them you'll find a note (250XP). Use the
note to decipher the simple code, which gets you an earring. Finally
talk to Dhall in the centre of the room and ask him as much as
possible to learn more about your situation. Then proceed to the
next room in the NE direction.
Ei-Vene
You're now in the room at the north. Talk to
the zombies and discover on one of them the missing page from
the book, which tells about your arrival. Advance to the NorthEast
Preparation Room. Talk to all the zombies again and give a push
to the unbalanced zombie. You can take his arm, which can be used
as a club! Take the needle and thread from the badly stitched
up zombie and talk to Ei-Vene in the centre. She is practically
blind and deaf and she thinks you're a zombie too. She'll ask
you to bring her a needle and thread and some embalming fluid.
You already have the needle and thread from the zombie, so you
only need to get the embalming fluid. Proceed to the next room
in the south.
Not a zombie
Talk to the first zombie you encounter here
and discover that he is not a real zombie. "Encourage" him to
tell you everything you want to know and learn about an escape
route via a portal on the first floor, for which you need a finger
bone (250XP). You can also get him to disguise you as a zombie
if you want to move around more freely, but he does not do that
for free. I believe you get 500XP if you do that and get 250XP
if you expose him to Dhall. But you have to get back to him for
that at a later time. For now go to the next room and enter the
Southeast Preparation Room where you can find the embalming fluid.
Also a locked container is in the room. Just bash it and it will
open. Move to the SW for the last room on this floor and explore
that one too.
Stitch me up
You've done the entire floor now and got all the items for Ei-Vene. So go back to here at the Northeast Preparation Room. Before you give here the stuff, first watch her hands, this will make you remember something about corpse number 42 (250XP). Then give her the items, which will give you another 250XP. You can also let here stitch you up, which will raise you MaxHP with 1. This completes this floor so go to one of the stairways which you should have encountered (in the SE or SW room) and head for the third floor.

Walkthrough
- The Mortuary
- *Second Floor
- Third Floor
- First Floor
- The Hive
- Northeast Hive
- Ragpicker's Square
- Northeast Hive
- Southwest Hive
- Southeast Hive
- Alley
- The Catacombs
- Trash Warrens
- Weeping Stone
- Dead Nations
- Drowned Nation
- The Tomb
- More Catacombs
- Pharod & Annah
- The Hive Again
- Joining Dustman
- Tenement of Thugs
- Lingering Thugs
- The Wards
- Lower Ward, pt1
- Lower Ward, pt2
- The Great Foundry
- Clerk's Ward
- Civic Festhall
- Ignus
- Solving Quests
- Mazes
- Player's Maze
- Modron's Maze
- Ravel's Maze
- Curst
- Curst
- Curst Underground
- The Prison
- Outlands
- Outlands
- Baator
- Carceri
- Curst Gone
- Carceri
- Fortress
- Mortuary
- Fortress Entrance
- Trial and Maze
- Fortress Roof
Information about
Planescape: TormentDeveloper: Black Isle
SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Combat: Pausable Real-time
Play-time: Over 60 hours
Voice-acting: Partially voiced
Regions & platforms
North America
· Platform: PC
· Released: 1999-12-10
· Publisher: Interplay
More information