Dead Nations Catacombs
Once you enter this area, Hargrimm the Bleak takes control. You have to submit to him. You are now stuck here until you complete a series of quests. This is a 'safety zone' for all undead folk - nobody can kill each other here.
You meet Soego, the Dustman Missionary. He wants the undead all to die. Actually, he's a wererat. Find the skeleton who has doubts about 'living', and go tell Soego about him. He'll leave the room, and you can raid his bed and find his journal (2000xp). Kill the rats to the east (3750xp), and then tell Hargrimm about this (3750xp), and he'll get the Silent King to set you free (7500xp).
Hargrimm says that Stale Mary knows about the shadows fortress in the Negative Material Plane. Try talking to Stale Mary in the southwest, but you can't understand her. Go back and ask Hargrimm about this, and he'll tell you to learn to listen. Back to Mary, she'll teach you how to listen, and now you can understand zombie-speak (3750xp).
Acaste, the ghoul leader to the south, just wants to eat everyone. You do find a knived ghoul in the back - get the dagger from it in return for some rat tails.
There's a confused skeleton stuck on the classic "GRY" puzzle. Find the riddler skeleton and challenge him to a duel. With my high intelligence, I could only get through level one (625xp1250xp) before missing his riddle. If you come back with a high enough intelligence, you can tell the confused skeleton that the answer is 'tongue' - that it's a trick riddle.
There is a Nameless Zombie here - for 5000xp give her a new name that makes her happy.
When you are free to go, you can either return to the regular Catacombs or go west into the Drowned Nations.
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