|All right, your first task is to find a scalpel,
so you can make mincemeat out of some Zombies. Simply search
all of the desks and shelves in the room until you hit paydirt.
You should get 2 Bandages and the Scalpel from the desks on
the northern wall. As for the Zombies, you can examine them
instead to find the one with the Key, but you might as well
attack the rest for the Bandages and experience. Proceed to
head out the northwest door. Time to explore: Don't forget to
search everything you can and talk to everyone! You will also
be assigned your first two quests, neither of which you'll solve
for quite some time. QUESTS: Find "Pharod" and Find your missing
journal. NOTE: If you're absolutely sure you won't need a particular
Zombie again in the future, go ahead and kill it for the experience.
It's an easy 65 exp per Zombie; it's not much, but every little
bit helps, especially with a high Wisdom score.
In the next room, you'll start a new journal and learn a
little bit about the world around you by examining Zombie
965. Not much to do here except head through the next door
to the north.
You can snag the Receiving Room Log Book from a desk in
this room. Another desk will contain some fist irons and a
few coppers. Examining corpse 396 will net you some more Bandages.
You can use your Scalpel on Zombie 1201 for a note and 250
exp. Use the note and decipher the simple code: upper right,
lower right, upper left, upper right. You'll get 250 exp and
a Triangle Earring. Ignore Morte's warnings and talk to Dhall,
you'll learn some interesting things from him. After chatting
with him a bit, head out the northeast door. Take a page from
corpse 1664 in this room to learn about your arrival. Next
Zombie worker 985 can be manipulated so that you acquire
its arm as a club. Ugh. 506 can be sliced open with the Scalpel
for 100 exp and some Needle and Thread. Talk (well, sort of)
to Ei-Vene for a quest to bring her Needle and Thread (which
you should already have) and a Jar of Embalming Fluid! QUEST:
Fetch Embalming Fluid and Needle for Ei-Vene. Head southeast
Zombie 821 is a strange one. In fact, he's not really a
Zombie at all but an Anarchist spy. He'll tell you that you
can escape through a portal in the northwest room of the first
floor, provided that you have a crooked finger bone that you
can acquire upstairs. That knowledge is worth 250 exp. The
Anarchist spy will also disguise you as a Zombie if you bring
him a Needle and Thread and a Jar of Embalming Fluid. Head
You will find a couple of Jars of Embalming Fluid in this
room, as well as the stairs leading up. But before you do
that, head back to Ei-Vene. You can watch her operate and
recover a memory about a corpse labeled 42 and gain 250 exp.
Give her the items for 250 exp and +1 max HP if you pretend
to be a Zombie. Head back to and up to the stairs you saw
You'll bump into Dustmen for the first time, and you can
get 15 exp for snapping their necks (this can only be done
if your Dex is sufficiently high enough) after they start
to have suspicions about you. You get 15 exp for doing this,
but you'll get an addition 250 exp the first time you do so
as the experience tingles your memory. You can get some decently
passable items and a great many things to sell (the jewelry)
this way, not to mention Dustman Robes if you want a disguise.
Go to the northernmost room and search for all the goodies
(you can bash in the jammed desk). Just outside this room,
you should find a Needle and Thread and a piece of Junk (worth
holding onto). Inside the locked desk (which you can bash
in), you'll find few useful items, one of which will be a
Bone Charm -- the Key necessary to activate the portal on
the first floor. You can acquire the Mortuary Sanctum Key
from a bookshelf outside the western staircase. There is another
set of Needle and Thread as well as another piece of Junk
outside the eastern staircase, but you only really need a
single piece of Junk. Head to the southern storage room and
examine Zombie 79 closely. You'll get a nice Iron Prybar --
it helps you force things open -- in this room as well as
an interesting note telling you that corpse 42 is a Skeleton.
Now wander around examining the Skeletons. Skeleton 863 in
the northwest contains a largely useless reminder message.
You can get Leather Straps (if you're into that sort of thing)
and Iron Spikes by prying Skeletons apart after you've examined
them. I never found a use for the strap and the spike is not
that great a weapon, so I don't really see the point of this
activity. I found Skeleton 42 wandering about outside the
eastern staircase. You'll get 250 exp for recovering your
Go back to the Anarchist spy and have him disguise you for
500 exp. The disguise is not so important as the exp. You
can now tell Dhall about the Anarchist spy for another 250
exp. Head back to the Southeast Preparation Room and bash
open the desk next to the stairs. You'll find an earring there
whose secret you can unlock with the information you learned
from Zombie 79. This is worth 250 exp and identifies the item.
Time to head down to the first floor.
You'll get 35 + 250 exp for each Dustman Guard you strangle,
so I'd suggest doing this if you're not disguised or if you
want some nice easy exp. You can also get 500 exp if you manage
to convince the strangely sickly Soego to unlock the front
door for you. Head to the Northwest Memorial Hall to talk
to Deionarra. You'll gain 1000 exp for re-learning how to
raise dead comrades. You'll also get another 500 exp if you
get her to tell you about escaping The Mortuary through portals.
From Zombie 732 in the Southeast Memorial Hall, you can acquire
the useful Tome of Bone and Ash.
By inspecting and then dismantling the Giant Skeletons in
the main room, you'll gain 800 exp and a Rune item (a spell)
for each. You can get 500 exp for figuring out how to destroy
them on your own without the Tome. Doing this for all of the
giant Skeletons is definitely worth the time and effort. There's
also a decent axe hanging on the northern wall. You can now
leave out the front door, but I'd suggest heading back to
the Northwest Memorial Hall; just head to the middle archway
north of Deionarra, and the portal should open up when you
get in the general vicinity.
Some scary shadows will appear a step behind you, but forget
them for now and pick up the items in the hidden room. You
can rest up here if you need to and leave out the southwest
whenever you're ready to tackle The Hive.