Dark Sun I: Shattered Lands
DARK SUN I: SHATTERED LANDS
OVERVIEW
GENERAL HINTS
MAP
ARENA
SLAVE PEN
ESCAPING SLAVERY
SEWERS
DAGOLAR
FIELDS OF DRAJ
DESERT
TEAQUETZL
RED SAND
SOUTH RED SAND
OASIS DESERT
PAINTED SALT DESERT
SLAVERS' CAMP
MESSENGER DESERT
ELVISH CARAVAN
CEDRILTE VILLAGE
CEDRILTE CAVE
CEDRILTE CASTLE
HIDDEN TEMPLE
OUTER WYRM
WYRM CITY
MAGERA TEMPLE
BALKAZAR'S PALACE
HOT SPRINGS
LARGE OASIS
LAVA
WEST LAVA
GEDRON
MONSTERLAND
EVIL DRUID'S AREA
GLADIATORS CAMP
CONCLUSION
COPYRIGHT
You start out in the very unfortunate position of being slaves
imprisoned in the city of Draj, fit enough to fight as gladiators
in the arena. Your aim is to escape the arena and ultimately overcome
the Drajian army when it marches on the ' free' villages in the
desert. You have many missions to carry out to win the trust of
the 'free' people so that it is possible to defeat the army. The
desert environment itself is hostile; overrun by monsters, slavers
and templars and defilers from Draj, already exploiting the desert
resources. There are also many valuable items hidden in Draj and
the desert which will help your quests.
This walkthrough will direct you through a series of events which
will cover most of the interesting activities in an efficient
order. This walkthrough assumes you will develop your own expertise
in fighting and spell casting and that you have read the rule
book. This is just one order of carrying out the missions. There
are many other equally successful orders and there are other methods
of successfully completing missions not described here.
- The party must contain a thief. Only a thief can pick locks
or lead a party up and down cliffs successfully.
- You will find your way around more easily by using the map
I have provided.
- Use the overhead map to move around each area, find specific
locations and size up the opposition!
- Use the teleporters to speed up game play.
This walkthrough tells you how to make the teleporters available.
The teleport locations are marked on the map
- Rest when ever your hit points are not at maximum. Another
fight is always imminent! Rest areas are marked on the map.
Note most rest areas do not become available until you have completed
a specific mission in that area.
- Keep a few slots open in your inventory ready to receive new
loot. Sell redundant loot to the merchants, also marked on the
map. As with rest areas, some merchants are
not available initially.
- Act cooperatively whenever possible (unless the walkthrough
indicates otherwise). Peaceful solutions lead to good relations,
good health...and usually increased wealth. The "No reward
is necessary." attitude will reap the best rewards.
- After battling monsters and enemies, check their bodies, chests,
closets, bags etc. for loot.
- Save, save , save. Some versions of this game have a few bugs.
But the main reason for saving is you will be up against some
really tough monsters from time to time which will kill your entire
party until you figure out what strategy to use.
- Cheat. You don't need to cheat to play this game successfully,
but it will make the battles less challenging. A shareware trainer
is available (DSUNTR.ZIP) which runs as a TSR while you are playing
the game. It provides hot key control of game parameters such
as maximizing hit points. I found the trainer available in the
Gamers forum on CompuServe.
MAP
Map of Draj & environs
After your first fight in the arena, do not respond to the arena
announcer unless you want to fight again before resting. Collect
any money tossed to you then return to the Slave Pen.
When you enter the Slave Pen area do not antagonize Kurzak. Go
willingly into the slave pens. Find the slave pen with the Rest
area (camp fire icon). The door will be closed but it will open
when you look at it. Rest by looking at the camp fire.
At any time Kurzak may call you to fight in the Arena, so fighting
in the arena may interrupt some of the following next steps. Each
time go willingly and return willingly.
Explore the other slave pens. Find Galil and ask her about escaping.
Her head will hurt as a result. Next find Dinos. He is the most
southerly pen that is well furnished. Have your thief open the
door, or after failing to open the door, ask the Trustee, who
patrols the slave pens, about the door and he will give you the
key. Tell Dinos about Galil's problem, then take him to her. Talk
to Galil again.
Find Mirlon. Talk to him about escaping and agree to find the
gem. (He sends you on a wild goose chase to locate the gem. Follow
this up by all means but I don't give the instructions to do so
here.) Go to the locked room north of Mirlon. Have the thief open
the door. Kill the zombie, then press the switch on the north
wall. Go into the next room, and find the gem
hidden in here that Mirlon referred to.
Find Scar and talk to him about escaping. He will not discuss
this with you until you have built up some fighting experience.
It is quicker to escape with Mirlon but probably safer to escape
with Scar. If you opt to escape by yourself, you will need to
have built up as much if not more fighting experience than Scar
accepts. In any case, your ultimate goal is to aim for the sewer
grate in the very north west corner of the area map. Follow any
of the following escape options.
WITH MIRLON
Rest if necessary. Go to Mirlon and tell him you have the gem.
Ask him to accompany you and follow him to his patron's quarters.
The patron is not to be trusted, so kill him, and all other enemies
who get in your way, and make your way to the sewer grate.
WITH SCAR
Once Scar is impressed by your fighting skills he will discuss
escape. Ask him what his plan is and agree to it. Rest if necessary.
Go to the Slave Pen exit and call for Kurzak. In the arena, Scar
will join you with his men. Lead the group to the western gate
and you will enter the area that gives you access to an escape
route. You will have to fight your way to the sewer grate.
ON YOUR OWN
Plan a route from the Slave Pen exit to the sewer grate. Go to
the Slave Pen exit and call for Kurzak. Attack Kurzak and the
slave pen guards will be after you, so get as quickly as possible
to the sewer grate.
Have the thief pick the lock or have the character with greatest
strength rip open the grate and enter the Sewers.
Talk aggressively to the rat man. Find his leader Churr, just
to the north, and get Churr to tell you as much information about
the situation in the sewers as he can.
Find Mikquetzl in the big room in the center and kill him. Pick
up the bone crank. This is used to turn the half obscured wheels
which will operate nearby doors. Rescue the Warren Master's daughter.
Find the rest area and rest before going to the Warren Master.
Then return the Warren Master's daughter to him. You will now
have to fight in a big battle to save the Tari's temple.
After the battle, enter the skull temple by turning the door wheel
with the bone crank. Talk to the skulls in the temple. They will
tell you about the secret exit, Dagolar and tell you the Staff
of Parting is in the nearby drain.
Go to the area in the northeast where the sewers flow into a barred
area. Use the Staff of Parting here. This has opened the entrance
to Dagolar's lair. Unless you are cheating and using the Dark
Sun trainer, you will not likely survive an encounter with Dagolar
yet, so I suggest you leave the sewers now and return to Dagolar
later.
Rest. Leave the sewers via the open and/or the secret exit, both
next to the entrance to Dagolar's lair.
Make sure you are rested before entering Dagolar's lair. You will
meet Mow first. Go to the room with the four guards. Kill them
and take the four special necklaces. Have each character wear
a necklace. Go through the Door of Eyes.
Drop the special necklaces. Find the single zombie in the locked
room in about the center of this area. Talk to him. He is Gorburnix,
Dagolar's brother. Take Gorburnix to the room with the fireplace.
Look at the fireplace. Gorburnix will walk through the flames
and return. Walk through the fireplace. You will now have a difficult
battle with Dagolar and his minions.
Just to the north is the rest area.
When you leave the sewers you enter a field. Find Old One-Eye
in the larger orchard and talk to him. Find the fruit seller in
the south-west to sell any excess equipment and to buy magical
fruit. Somewhere near the center of the area, you should meet
a man who wants to escape with you. Agree and he will give you
a special gem. Put this gem in the fallen column in the south-west
corner of the field. This is a teleport device that you will be
able to use later on.
There are two exits. The north gate can be opened by the thief.
The eastern exit has a weak point in the fence of bones. Strike
the weak point and it should open up.
Leave by the north gate with the slave.
There is a rest area here. Check the dead body and read the scroll.
Find Laussa and find out what she is looking for.
Leave the desert by the north-west exit.
Find the village leader Chahl in the big building due north of
the entrance. Have the character with the highest charisma talk
to him. Offer to help their cause and they will offer you a home
here. Your house is on the east side of Teaquetzl and has a rest
area.
Find the Visionary in the south-most house closest to the village
entrance and talk to him. He gives you Llod's rod which is used
to activate the teleporters.
Find Father Garyn on the west side of the village. He will ask
you to travel to Red Sand to pick up some ranike tree pith.
Agree.
Empty the well by looking at the bucket, then enter the well.
Pick up the teleport gem. Talk to the shadow of Tynan and agree
to help. Leave the Hidden Temple.
Place the gem in the teleport column. You should now be able to
transport between the Fields of Draj and Teaquetzl.
Find the merchant so that you can buy better and sell redundant
equipment.
Rest, then leave Teaquetzl and return to the Desert. Take the
south-west exit to the Red Sand area.
The first person you should meet here is Algernon. He will be
able to identify any magical items you have acquired and will
also give you the Red Sand teleporter gem and a wand of metal
detection.
Find the teleporter in the center of this area and place the gem
in it. You should now be able to transport between the Fields
of Draj, Teaquetzl and Red Sand.
Father Garyn asked to you to fetch some pith. Go south and find
Notaku and get the pith from him. He will ask
you to perform some work for him. Agree and your assignments will
be to fetch Fire Eel tongues and Sand Howler eyes.
Return to Father Garyn in Teaquetzl. He will ask you to use it
to make a pith extract. Make it using the
chemistry set in the west of the house.
Return to Notaku in the Red Sand area and he will assign you more
work: to find a terror bloom and some
Tyrian butterfly wings.
Head east and find Demothi and his mastyrial. Ask to buy the mastyrial.
You need to find some salt.
Take the south exit to South Red Sand.
You will have two important initial battles here. You must rescue
the caravan from the Mageras and the women and children near the
bridge. Lead the second group back to the first group. Then talk
to the warrior leader, Kalinin and persuade him to join the alliance.
A rest area is now available near the caravan.
Return to the bridge. You need a rope to climb down below the
bridge. Look at the rope-like plant climbing up the rocks nearby.
Take a length of rope. Place the rope on the bridge and climb
down to another portion of the Hidden Temple.
Find Tristam and talk to her persistently. Take her heart crystal
and use it.
Return north to the Red Sand area and take the north exit to the
Oasis Desert.
This desert is where the Tyrian butterfly can
be found. Try shooting the orange butterfly. The guardian of the
oasis will be outraged by this. You can kill the guardian or apologize
and agree to her terms. I suggest you agree and take the butterfly
wings she provides.
Find the arena announcer and talk to him so that he reveals the
location of a treasure. Then kill him.
Return south to the Red Sand area and trade
in the Tyrian butterfly wings with Notaku.
Return west to the Desert and take the south west exit to the
Painted Salt Desert.
Find Toonuu the salt gatherer and buy a bag of salt
at the lower cost of 1800 ceramic pieces.
Find the ssurran, SSovan, following the whirl wind and talk to
him. Find the number 2 and talk to Maris. Walk the path of the
2 until you get some experience points.
Return south-east to the Desert to talk
to Laussa.
Go south west to the Red Sand area and buy the Mastyrial from
Demothi. When you leave the Red Sand area Alita will run away.
You can tackle Demothi about this but avoid a fight.
Head north to the Oasis Desert and continue north to the Slavers'
Camp.
Go to the south of the camp and insist on seeing the leader. Convince
him to kill the templar and the slavers will help you in the battle
against the Drajian templar and his troops. Then convince the
slavers to join the alliance against Draj and free the slaves.
Head west to the Messenger Desert
Stop the messenger and he will start a fight. This can be a tough
fight so have your best fighter with the best weapon kill the
messenger (before attacking the monster), with the first blows.
Return east to the Slavers' Camp then head north to the Elvish
Caravan.
You probably are in need of the rest area at the north end of
this area. Talk to the visitors you find at the rest site.
Visit Kel, in the west-most caravan, to buy magical supplies and
a teleporter gem. Place the gem in the teleporter column. You
should now be able to transport between the Fields of Draj, Teaquetzl,
Red Sand and the Elvish Caravan.
Visit Jark to buy supplies.
Visit the seer Larissa.
Visit Tobrian and accept the wine immediately. You will end up
in the Slavers Camp. Kill Seref and his guards. Then return north
to the Elvish Caravan. Visit Tobrian again and tell him you will
take up their dispute with Drisana.
Visit the caravan master Drisana in the big wagon in the middle.
Discuss the dispute and tell the truth so she settles in your
favor. Accept the mission to take care of the wyvern raiders in
Cedrilte. Rest.
Return to the Painted Salt Desert.
Talk to Laussa again now that she has found SSovan.
Take the east exit to Cedrilte.
Kill the wyverns and bandits.
Find Chaya. She is in the middle northern most building. Agree
to eliminate the bandits. She will provide a rest area here and
give you the teleport gem.
Place the gem in the teleport column. You should now be able to
transport between the Fields of Draj, Teaquetzl Village, Red Sand,
Elvish Caravan and Cedrilte Village.
Talk to Lukyan about the terror bloom.
Talk to Uskuye and persuade him to help you fight the rampager.
Find Krikor and have him guide you to the cave. Look at the larger
rock to expose the entrance to the cave.
Go right to the Serpent Tree and use it. Kill the rampager (near
to the tree) and pick up the terror bloom.
Enter the cave.
Talk to the First Folk and the Outcast. The Outcast has a rest
area. Make the thief the leader and climb the cliff. Talk to the
spider at the top. Get the necklaces and the golden pendant from
the bricked in room. Visit the Queen and agree to destroy the
entity. You should meet Prince Clikk-tunk! next. Agree to help
him. Wear the necklaces to safely get into the fungus area. Use
the pendant at the open brick hole in the fungus area to end the
menace.
Now find Prince Clikk-tunk! and talk with him. Make sure he is
following you very closely as you approach the Queen. He will
make a speech and some of the spiders will side against the Queen
in the battle. Protect Prince Clikk-tunk! so that he survives
the battle. When you have won the battle, return to the Outcast
to rest and get your reward. Then visit the Mindhome people with
the prince. Ask them to trust the spiders and help you gain entrance
to the castle.
Return with the Mindhome people to the upper cave area and the
entrance to the castle.
Kill everyone on the first floor who gets in the way of the stairs
to the upper floor. The stairs are at the end of the wyvern pens.
Go upstairs. Head for the north-west room. Visit the wind druid
here. Take the key to the bandit chief's room. The wind druid's
room has a rest area.
Go south to the bandit chief's room. Kill the bandit chief. Get
the wyvern hook. Look in the bedroom for a key to the bandit chief's
treasure room. Loot the treasure room.
Return to the wind druid with the wyvern hook and take the Wind
Potion. The druid will also heal your wounds - even a dead member
of the party.
Go to the north-east room to encounter Tara. Have the Wind Potion
in hand and as soon as Tara takes any damage immediately use the
Wind Potion. Take Tynan's heart crystal.
Now go downstairs to the corridors where Tara's Zombie followers
dwell. Use the Wind Potion to free them from their curse. Go to
the zombie who is locked in his room and he will tell you to find
the magical Serpent boots in the north-east alcove of his room.
Have the thief wear the magical boots.
Go to the south west corner and kill the vrocks. Make the thief
the leader and explore the north wall here until the secret area
opens up.
When you have finished looting the Cedrilte Castle, return through
the cave to Cedrilte Village. Talk to Chaya.
Return to the Elvish Caravan.
Visit the caravan master Drisana. Accept the mission to take care
of the Magera marauders in Wyrm city.
Go to the Red Sand area and hand over the
terror bloom to Notaku. He will ask you to find a mastyrial sting.
Return to Teaquetzl and go down the well. Use Tynan's heart crystal near
his shadow. Return to Cedrilte and go down the well. Place each
heart crystal on the altar stone. A rest area now appears nearby.
Loot the temple as much as you want.
Return to Red Sand and take the east exit to the Outer Wyrm area.
Talk to the Rogue Shaman and agree to clear the square of the
shadows. Pick up the magic ring and then prepare for a fight with
the ssurrans.
Approach Wyrm City. Pretend that you are following confidential
orders to get past the Magera and into the city.
Find the Blind One in the south-west corner and talk with him.
Make your way to the entrance to the Magera Temple in the south-east
of the city. You will need to threaten the Mageran leaders and
say that you are here to see Balkazar. Go through the south-east
exit into the Magera Temple.
Be very careful not to disturb the Vrocks. First visit the shadow
Tanelyv and agree to help the Magera. Do not fight with the Vrocks...yet.
(I found that disturbing the Vrocks, before helping the Magera,
triggered bugs in the sequences here and it was then impossible
to help the Magera.)
Locate the healing room. You will not be able to open the door...yet.
Return to the Magera Leaders in the city and get their agreement
to heal the Magera. Return to the Blind One, let him know what
you have arranged and lead him to the healing room in the Magera
Temple. Again, be careful not to disturb the Vrocks. Return the
Blind One to the other Magera. After the fight, return to the
healing room. Press the button on the north wall.
Return to the shadow Tanelyv and update him on your progress.
You can attack the Vrocks now, but it isn't necessary.
Return to the city and take the east exit to Balkazar's Palace.
Explore the abandoned rooms, then find the lone Magera. Visit
him, then follow him to the separate building to the north. Try
to rescue the Magera by waiting until the Magera has been told
the truth and then attacking at the second opportunity. Don't
ask the Magera to lead you to Balkazar's room unless you want
to get him killed.
Find Balkazar in the southern part of the palace. Do not attack
him...yet. Go into the next room and shoot missile weapons at
the mirror until it is destroyed. Then you can kill Balkazar.
Get the terror extract from his body and put it in the tub. Dip
the stone dagger in the terror potion to make a formidable poisoned
weapon!
Explore the teleporter maze, which you enter via a teleport at
the north-east of this area. There is another good weapon somewhere
in the teleport maze.
Return to Tanelyv. Chat with the Magera on the way out.
Leave Wyrm City and return to the Elvish Caravan. Visit Drisana.
Go to the Messenger Desert.
At some point, you will probably encounter Hototo here. Pretend
to be Dagger's lieutenant and accept the slave. Try to leave.
You will encounter Dagger. Say you are a traveler and you will
end up in a battle. Protect the slave from harm. Then talk to
the slave when the battle is won. A rest area will appear where
the slave was hiding.
Take the west exit to the Hot Springs.
Just kill the templar and his troops to rescue the Hot Springs.
Pick up a shovel and make sure you have a
pick.
Head south to the Large Oasis
Talk to the Druid first. Convince the guards to let you talk to
the Templar, then kill the templar and the guards.
Go south to the Painted Salt Desert. Dig for the treasure
in the eye of the dragon with the shovel.
Go south to the Lava Area.
Talk to the Hermit and the Ranger. One of them is lying. It is
the Hermit. Kill the Hermit then talk to the Ranger once again.
Head west to the West Lava.
Locate the seven geysers. Find seven loose rocks, one to cover
each of the geysers. When you have covered all seven geysers something
will shoot out from the middle of the geysers. Pick up the meteor
metal. Use the pick on the lava domes and
you find a gem in each.
Return to Teaquetzl. Go to the armorer. Use the bellows to heat
the coals. Use the meteor on the anvil. Use the rod on the coals
and then the anvil. This will make an excellent axe.
Deliver the pith extract to Linara who is
in the north-east house. She will let you rest at her home. Go
to the largest building in Gedron and talk to the mayor. Eventually
you will be talking with Wyrmias instead. Ask him 'nicely' to
release the villagers from his spell. Agree to find the statue pieces.
Leave and take the south-east exit to Monsterland.
As warned you will have many monsters to fight in this area. Head
for the two standing stones near the sandy area to the north.
Make the thief the leader and climb down the cliff. Kill the Mastyrial
and pick up it's sting. There is some treasure
in a couple of the nests here.
Climb back up the cliff and find the ssaurans in the south-east.
Kill them or bargain for the statue piece.
You can negotiate a price of 18,000 ceramic pieces. Take the statue
piece.
Take the north exit to the Evil Druid's area.
Fetch the grapple from the Mageran camp, then fix the bridge with
it. Head over the bridge to where Jasmine is tied up. Un-tie her.
Kill Dakaren, the druid. Take the statue piece
from his body. Talk to Jasmine and follow her back to where she
has buried her book. Take the book.
Return to Gedron.
Go to the well and hand over the two statue pieces.
Kill Wyrmias then kill the animated statue.
Head through the north exit to the Gladiators Camp.
Ask to talk to the leader and find the dwarf Arant and either
kill him and his men or negotiate a price of 8000 ceramic pieces
for the Gedron prisoners. Talk to the gladiator leader Karas to
free the gladiators.
Return to Gedron.
Talk to Linara. You will receive some great equipment including
the teleporter gem. Talk to the Mayor and convince him to have
Gedron join the fight against Draj.
The teleporter column is north-east of Linara's house. Place the
gem in it. You should now be able to transport between the Fields
of Draj, Teaquetzl Village, Red Sand, Elvish Caravan, Cedrilte
Village and Gedron Village.
The well leads to A'poss's prison in the Hidden Temple.
You can also visit Melkor's shop now and buy and sell equipment.
At this point if you go to Teaquetzl and visit the council there
you will not be able to visit any of the areas visited earlier
until after the big battle with Draj. So if you have left any
excellent weapons elsewhere, need cash or simply more experience,
avoid Teaquetzl until you are ready for the fight. At the very
least complete your deliveries to Notaku in the Red Sand area.
Also return to the slave pen and Dagolar's Lair
to gain more experience and loot. Rescue the Trustee who is strapped
down to the rack, in the Slave Pens.
TEAQUETZL
Talk to the council. Check out the loot stored in one of your
chests in your house. This is your last opportunity to rest before
the battle with Draj. Leave Teaquetzl and you will automatically
end up at Korbnor, a buried city uncovered by the sand storm.
KORBNOR
There are many booby traps in the city that affect only the lead
character. Have the character with the most hit points be the
lead and equip him with El's Drinker sword. That will help restore
the lost hit points. Find Cragg's shadow in the north of the city
and agree to find his body. Go to the north-west corner and ignore
the first teleporter square. Walk through the curtain to be teleported
to the east side of the city. Then go to the north-east corner
and take Cragg's body. Return through the nearby teleporter and
make your way back to Cragg's shadow. Talk to Cragg and follow
him to the tombs. Place the body in the tomb he indicates.
You will now receive the Genie's bottle. Take this opportunity
to optimize your party's armor and equipment. Also prepare for
battle by using healing and protection spells. Invoke the Genie
and ask for him to help you defeat the Drajian army and the battle
begins!
FINAL BATTLE
PHASE 1
This is the easy part but don't worry about your hit points too
much as the genie will heal even dead members of the party after
this first phase is won. As soon as the battle is won, invoke
the genie and ask to be healed and ask for a weapon to be duplicated.
Assign the leader and/or rearrange equipment beforehand accordingly.
PHASE 2
Cast web and entangle as soon as you can and keep as much distance
as possible between them and you. Kill them using magic and missile
weapons. Collect the spoils when the battle is over.
You can continue to play the game after the battle to get even
more experience and then save your characters for Dark Sun II.
This walkthrough is copyright © 1995 by
Diana Griffiths. All rights reserved. Not to be distributed without
permission.