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* A rather funny description of Morte's default weapon (his teeth) says "Proficiency: 'Fists' (Don't ask.)" However, it makes perfect sense if you interpret "fists" to mean "unarmed combat". After all, Morte's teeth are a part of his body rather than weapons in a conventional sense.
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Minor typos, minor clarification


* Pay very close attention to what the Paranoid Incarnation says about the Fortress of Regrets and the Transcendent One. It will become obvious that he doesn't realize that the Transcendent One is his own mortality; in fact he doesn't seem to have any indication that they're related. The only reason he's after The Transcendent One is because he's been trying to kill The Nameless One by proxy. This makes sense since the Last Incarnation was the only one that found Ravel, (and the portable portal generator was commissioned more than a 100 years before the time of the game, which means it was done before the Practical Incarnation's time). It's rather ironic that the smartest of your previous incarnations could find his way into the Fortress of Regrets, but didn't realize that its master was the key to everything.
* The real answer to the riddle "What can change the nature of a man?" [[spoiler:belief]] is actually being hammered over and over from minute one in the game. [[spoiler:Even the text in the back of the game box said as much. "This is a place where the word is mightier than the sword, where thought defines reality, and belief has the power to reshape worlds."]]

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* Pay very close attention to what the Paranoid Incarnation says about the Fortress of Regrets and the Transcendent One. It will become obvious that he doesn't realize that the Transcendent One is his own mortality; in fact he doesn't seem to have any indication that they're related. The only reason he's after The Transcendent One is because he's been trying to kill The Nameless One by proxy. This makes sense since the Last Incarnation was the only one that found Ravel, (and the portable portal generator was commissioned more than a 100 years before the time of the game, which means it was done before the Practical Incarnation's time). It's rather ironic that the smartest of your previous incarnations could find his way into the Fortress of Regrets, but didn't realize that its master was the key to everything.
* The real answer to the riddle "What can change the nature of a man?" [[spoiler:belief]] [[spoiler:Belief]] is actually being hammered over and over from minute one in the game. [[spoiler:Even the text in the back of the game box said as much. "This is a place where the word is mightier than the sword, where thought defines reality, and belief has the power to reshape worlds."]]



* It's not exactly Fridge Horror so much as Fridge Unnerving, but a latter part of the game takes place in the gate town of Curst, a place that borders the ChaoticEvil prison plane of Carceri. Curst is filled to the brim with traitors--it is like conniving and backstabbing made incarnate. Two quests seem simple enough: a side quest involving a woman who wants your help to murder her husband, and a main quest where you have to help one of two sneaky politicians undermine the other. It seems like the morally upright path in both quests is to inform the guards of what's going on and get the people punished...until you realize that you betrayed the trust of people who were counting on you, whatever their motives, and in doing so you helped contribute to exactly why Curst is a festering hive of scum and villainy. It's one of many examples of the BlackAndGrayMorality of Torment.

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* It's not exactly Fridge Horror so much as Fridge Unnerving, but a latter part of the game takes place in the gate town of Curst, a place that borders the NeutralEvil / ChaoticEvil prison plane of Carceri. Curst is filled to the brim with traitors--it is like conniving and backstabbing made incarnate. Two quests seem simple enough: a side quest involving a woman who wants your help to murder her husband, and a main quest where you have to help one of two sneaky politicians undermine the other. It seems like the morally upright path in both quests is to inform the guards of what's going on and get the people punished...until you realize that you betrayed the trust of people who were counting on you, whatever their motives, and in doing so you helped contribute to exactly why Curst is a festering hive of scum and villainy. It's one of many examples of the BlackAndGrayMorality of Torment.
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* Curst is not a very happy place to live... but then again, its name literally sounds like "{{curse}}d".

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