to The Hive
Do whatever it is you want to do, because the next step you
take in your journey will be the last. Don't worry about powering
up your teammates too much, as combat shouldn't play prominently
in the endgame. When you're ready to finish the game, head
back to The Mortuary.
Specifically, go back to the room in which your adventure
began, the Southwest Preparation Room on the second floor.
Trias wasn't kidding when he said that you were really close
to getting to The Fortress of Regrets last time. Head towards
the center of the map, and you should start getting the proper
Inscribe a regret onto your skin and get ready for a wild
ride. Personally, I picked regretting what happened to my
companions and all they had to endure to reach this point
for 250000 exp. Just before you leave, Morte will drop a bombshell
on you and Dak'kon will jump in as well.
If you're really and truly ready to find your mortality
and solve all the mysteries that surround you, jump through
the portal that appears. Before you leave, make sure you have
the Negative Token, the Bronze Sphere, and Deionarra's Wedding
Ring on your person. It might also be prudent to have a few
Cloudkill spells memorized and maybe even an Infernal Shield.
Whoops, you and your companions have been separated. The
Fortress is off to the west, but swing east first. Deionarra
will be waiting for you in the southeast corner. She'll tell
you a few things you should know and she'll mention the importance
of clocks the last time you came here. After you show her
the Ring you brought from her legacy, its power will triple.
When you're really truly ready, approach The Fortress and
enter. You'll see a brief scene with Ignus and The Transcendent
One. You can't dally around here, so immediately run up the
stairs that are southeast of you. Examine the clock there
and read the message you wrote last time you were here.
It tells you to ignore the doors and use the cannons instead.
The first cannon is northeast of the clock in this room. Examine
the panel, pull the lever, and watch a scene with Fall-from-Grace.
You'll be teleported to another part of The Fortress. You
can pause the game and check the map to get your bearings.
The next cannon you want to trigger is immediately southeast
down the nearby stairs. Pull the lever and watch a scene with
Annah. You'll be teleported again afterwards.
If the Shadows ever bunch up and start getting too close
to you, let them have it with a Cloudkill spell. Run down
the southeast stairs, back to the main floor near where you
entered. The third cannon is on the north side of the room.
Again pull the lever, and this time watch a scene with Dak'kon.
You'll be teleported one last time. Run down the stairs southeast
and then head up the stairs that you'll heading north as you
move east. The cannon will be slightly east of you as you
run up the stairs. After you pull its lever, you'll hear and
see a portal open nearby and be teleported one last time.
Again, pause and get your bearings. Head back to the room
you were just in and jump through the portal. It will take
you to The Trial of Impulse and you'll see a fairly pissed-off
Ignus coming towards you.
Now's the time for Infernal Shield if you have it memorized.
Ignus won't let you use the crystal in the middle of the room,
so you're going to have to Dead- Book Ingus. I guess killing
Ignus did the universe the favor, because it not only garnered
me 32000 exp but bumped my alignment from Neutral Good to
Lawful Good. Now you can use the strange floating crystal.
Oh boy, you'll wake up in the Maze of Reflections, surrounded
by three of your other incarnations: Larry, Curly, and Moe.
Actually, they're Practical, Paranoid, and Good Incarnations
who have also been trapped inside the crystal.
The Practical Incarnation is the one whom you have heard
the most about from your companions. This is the man who saved
Dak'kon (but only for his karach blade), pried Morte off the
Pillar of Skulls, imprisoned Vhailro, taught Ignus The Art,
and let Deionarra die deliberately so she could be his spy
in The Negative Material Plane. He intends to absorb you so
that with your skills in addition to his own, he can confront
and defeat The Transcendent One. He also purports to know
the way out of the crystal trap. Gain 96000 exp for discovering
why the Bronze Sphere is so important; it contains the experiences
of the first of the incarnations. When you're done talking
to him, tell him that he will merge with you. Your Wisdom
must be at least 21 to absorb him, so you might not be able
to do it. After absorbing him, gain 96000 exp and bonuses
to Int and Wis.
Now turn to the Paranoid Incarnation. He's the one who left
the traps for you and killed Fin, the linguist. He's also
the one The Lady mazed but he escaped and committed various
and sundry heinous crimes. Don't anger him, instead speak
with him in the language of the Uyo. Put him out of his misery
by absorbing him for 64000 exp and increases in Str and Con.
Now talk to the Good Incarnation. He'll merge with you readily
enough for 32000 exp and +1 Wis, but that's not realizing
his real potential. Gain 96000 exp for asking him about the
first incarnation and learning the truth about him. Absorb
him. You'll get the same bonuses as before, but now you can
use the Bronze Sphere. Gain 2000000 exp, learn your name,
and gain the powerful Symbol of Torment.
After you kill/absorb the other Incarnations, Deionarra will
appear to spirit you away. You can also rest in this room,
so make sure to do so before leaving. She will take you where
you ask, but it's all the same place. Talk to her first to
gain her forgiveness, or not, depending on whether or not
you're an unfeeling bastard who can't throw a sorrowful ghost
who's been looking out for you all these years a scrap of
food while you're chowing down at an all-you-can-eat buffet.
Okay, it's time for the showdown with your mortality. You'll
see your dead compatriots and The Transcendent One just beyond.
There's not much you can do other than talk to him. There
are several different routes to victory here:
Merge with The Transcendent One:
- Threaten him with the Blade of the Immortal
- Threaten to unmake yourself with your will (min. Wis of
- Force him to merge with you (must have activated the Bronze
- Use the Blade of the Immortal
- Unmake yourself with your will (min. Wis of 23)
Kill The Transcendent One:
- Unmake him with your will (must have activated the Bronze
- Kill him by yourself
- Resurrect one of your companions while talking to him
(pick Vhailor for the easiest time as he will power up when
you tell him of the great injustices your mortality is inflicting
on The Planes)
"The best ending" is when you merge with The Transcendent
One, because you get to resurrect all of your companions and
talk with them before meeting your final judgment. You see
the movie Transcendence 1, revive your friends, and then see
If you kill yourself or The Transcendent One, you get treated
to Transcendence 2, but you don't get to save your friends
before the Finale kicks in.
by Nicholas Yu
||This FAQ is Copyright
2000 Nicholas Yu under the international Copyright
laws. Please contact the author via e-mail if you
wish to publish or reprint this work. Anyone attempting
to pass this work off as his own will be sent to
bed without dinner and laughed at, because really,
who would be lame enough to pretend to have written
a game FAQ?