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==========================
== THE ELECTRONIC GAMER ==
==========================
DARK SUN I: THE SHATTERED LANDS
This walkthru is based on the IBM version. Part one contains introductory
material for those not familiar with this AD&D universe. Part 2 is the
walkthru.
BUG REPORT
The initial release of DARK SUN has several rather severe bugs that could
prevent the player from completing the game. The bugs appear to be random.
Some people have reported that they completed the game with no problems while
others could not complete the game. Check in the SSI library in GAMAPUB if you
encounter any serious bugs to see if patches are available. The following bug
list should NOT be considered complete.
1. In the victory sequence after you win the final battle, the game will hang
or crash preventing you from saving the results and continuing with the game.
There is no known workaround for this bug. If you have it, you cannot complete
the game but SSI has a fix.
2. Items can vanish from chests and bags if there are too many of them or too
many items have been put into them. Dropped items do NOT disappear in this
game, so it is a good idea to create several caches of excess weapons and
armor to reequip your party IF something vanishes. However, too many items in
an area can also trigger this bug so spread those caches around. This bug can
prevent you from completing a mission if a critical item disappears.
3. Another bug manifests itself when moving from one maze to another. The
result is a garbage display in the new maze. This bug indicates a possible
corrupted save file. The only way to recover is to go back to an old save
before the corruption. Otherwise, you have to restart the game from scratch.
It is a good idea to make backups of the save files after a major accomplish-
ment as there are only 10 save slots. The save files are called SAVE01.SAV
through SAVE10.SAV.
4. NPCs can become invisible. However, they will still show up as dots in the
overhead display. The Look pointer will also be enabled if you place it over
where they are.
The likelihood of a bug striking can be minimized by periodically saving and
exiting the program. Then, run the program again. This forces all variables to
known good initial values. The nature of the bugs indicates corrupt index and
variable values. Also, if your screen display is very badly scrambled, you
should exit immediately WITHOUT saving. There is a good chance that something
serious has happened to the game. Saving will only make the problem permanent.
PART I
DARK SUN is a very different universe than the Krynn or Realms universe of
previous AD&D games from SSI. Combined this with the second generation full
AD&D game engine and there are some very different strategies and tactics need
to play the game.
First the player is restricted to only 4 characters in the party. Second some
of the AD&D rules are NOT followed in the game engine. Third the races and
classes have different restrictions.
A simple basic party is one cleric, one preserver, one thief and one
gladiator. Note that a gladiator cannot be combined with any other class even
with a character who can be multi class. The cleric and preserver should be
human as they have unlimited advancement. This is useful for future games in
the series. The cleric should be of the earth sphere as they have the widest
choice of weapons. Humans, dwarves, half-elves and muls have unlimited
advancement as gladiators. Humans, half-elves and muls have unlimited
advancement as fighters. Only humans have unlimited advancement as thieves
unlike other AD&D universes where everyone has unlimited advancement as
thieves.
A thief is very necessary to this game. The thief should always be the leader
as many places cannot be entered unless a thief leads your party. Only druids
have access to the highest healing and curative spells such as Cure Serious
Wounds and Neutralize Poison but they cannot turn undead and there are a lot
of undead in this game.
Some good variations on the basic party are a Mul fighter/thief in place of
the straight thief. A half-elf fighter/preserver or fighter/cleric or
fighter/druid for the gladiator will give an extra spellcaster to the party.
Consider a half-elf fighter/cleric or fighter/druid in place of the cleric.
The maximum levels for nonhumans in this universe is quite high and there is
not as much penalty for having nonhuman multi-class characters.
Since everyone has some psionic ability and since psionic spells are not
spells of mass destruction, a psionic is of little use. Your party will be
outnumbered most of the time and spells of mass destruction are the key to
survival. It is useful to make sure that all your non-psionic characters
specialize in at least one of the three psionic areas. Telekinesis mainly
provides useful offensive spells while telepathy and metabolic mainly
provide useful defensive spells.
Several aspects of the game differ from standard AD&D practice and past SSI
games. Resting is now instantaneous. Magic users no longer have to memorize
individual spells. All spells are usable as long as there are spell points
left for that spell level.
While battle is the individual turns of previous gold box games, enemy
movement up to the point of battle is simultaneous real time. This can result
in the enemy being in your face when battle starts. In the final battle you
want as much space as possible between you and the enemy forces when battle
starts. To force a battle to start you must very quickly launch a missile
attack at one of the advancing enemy. This forces the battle to begin. Learn
to use that right mouse button very quickly!
The overhead map display allows you to see EVERYTHING in a maze including the
location and types of all monsters in the maze. Paper mapping is now limited
to notes about places and events. For that reason, this walkthru will only
give general location information where it is deemed necessary. In all cases
the reader should be able to locate any needed place exactly using the
overhead map display.
PART II: GENERAL HINTS
The game has many side missions. They are unrelated to the main mission but
all give some experience points for completing them. Some give useful items as
well. They are worth doing. The game is otherwise very short and simple.
Beware that in many cases if you approach too close to certain places, the
computer takes over and forces your characters into certain areas that trigger
combat.
Dropped objects do not disappear so feel free to drop items that you think
you will no longer need. If you are wrong you can come back later and retrieve
it. Just remember where it is. Rest areas are a good place to drop things.
There are many objects in this game that have only a one time use and can be
dropped once you are done with a particular maze.
In battles, if you cannot tell friend from foe, just look at them. The talk
symbol will be available on all friends even though you will not be able to
talk to them. The one exception is major NPCs who were friendly and turned
against you for various reasons. The rainbow bar at the top of the Look window
when you look at someone gives an indication of how many hit points they have
left. Foes with just one hit point are as deadly as those with all their hit
points so concentrate on killing them one at a time except for spell casters.
You can keep spell casters from casting their spells by hurting them. This
also applies to psionics.
Many missions have several ways of completing it. This walkthru will point
out the alternative ways if the author knows of them. The author does not
claim to found all the alternatives so feel free to try to find more. In some
cases alternate ways have been deliberately omitted.
While the game has the usual large numbers of battles as in the previous gold
box games, in many of the missions, the right choice of conversations will
provide a peaceful resolution.
Certain mage spells are more useful than other. Web is a very useful spell
when you are outnumbered. The clerical equivalent is entangle. It is not as
effective but has the advantage that entangle does not block line of sight. A
foe encased in a web is also protected to a certain extent from you.
Charm monster can lessen the odds against you. However it is most effective
with low level monsters. Mirror image and Protection from Normal Missiles are
two very good defensive spells. Many of your foes are equipped with bows and
carry a lot of arrows. Hold Monsters can also reduce the odds.
Of course, there are the traditional spells of mass destruction such as
fireball, ice storm, etc. The various fog and rainbow spells are not very
effective. The computer controlled monsters seem to know where you are despite
those spells. This compensates for their rather stupid behavior in battle.
All rest areas appear only after you have done some event. Sometimes the
event is just to show up. At other times it happens after you do some good
deed. Doing a bad deed can cause a rest area to NOT appear, so be careful who
you kill.
ARENA SLAVE PEN
You start out as slaves condemned to fight in the arena. Your ultimate goal
is to escape but do not do that immediately. You can get a level or two of
advancement before leaving. The key event is when you "fight" Scar and his
gang. You are not ready to leave until that happens.
There are several ways to escape. The first is team up with Scar and fight
your way out. The second is have Mirlon escort you out to his secret patron.
Scar will recruit you if you talk with him after enough battles. There appears
to a third method as well.
To get into the rest room, just look at the door. The Look pointer is how you
manipulate objects in this game.
Before you can escape you should help Galil. She knows where it is possible
to escape although you can find it by simple looking everywhere. Dinos is the
one who can actually help Galil. There are many little side missions in the
slave pens. Search the hay stacks for loot is one of them but Merzol will
fight if you search his stack. There is random loot on the various bodies in
the arena.
Rescuing Semyon in the right way will give you some experience points. You
will need a pot of water to help Semyon. The trustee is a helpful guy but
Kurzak will not help you.
North of Mirlon is a locked room. Pick the lock and kill the zombie. Then
look for the button on the north wall that opens the secret door. Look for
the gem that Mirlon wants as payment to help you escape. Insist that Mirlon
accompany you to his patron. You can kill the patron immediately or let him
lead you into an ambush. His loot includes Obsidian +1 Bloodwrath 1D8+1 sword.
If you ally with Scar you can still find the templar and kill him for the
sword.
At the very NW corner of the slave pens is the gate to the sewers. Make your
thief the leader and look at the grate. When you open it you will be giving
the option to pick the lock. Keeping trying until you succeed. Note: There may
be an alternative way to open the gate.
Note: Return to the slave pens before leaving the sewers to see the after
effects of your escape. Unfortunately you cannot prevent this from happening.
Check out the rack.
SEWERS
When you escape the slave pen, you will be in the sewers. The first people
you meet with be Churrr and his rat pack. They are a bunch of bullies and some
aggressive talking will make them friendly. Pump Churrr for information about
the situation. You do not want to join his gang. Churrr is due north of where
you enter the sewers.
Check all sewer openings that have no outflow. There will be random loot and
battles.
Your mission is to kill Mikquetzl and rescue the Warren Master's daughter who
is his prisoner. Mikquetzl is in the big room near the center of the maze.
Take the daughter back to her father. The entrance is the double gates near
Mikquetzl. There will be a big battle to save the Tari's temple as soon as you
get there so you should make a quick rest stop at the rest area just before
the Warren Master's room. The Warren Master's reward is the Helm of
Contemplation.
After you killed Mikquetzl you need to find the wheel handle. It will allow
you to open doors to certain areas. One of these places has a clue about what
is happening with Dagolar. You do not need the handle once you leave the
sewers. The loot from killing Mikquetzl includes the Chameleon Gloves.
Once you have saved the temple, you should talk to the skulls in the temple.
They will tell you about Dagolar and give you the Staff of Parting. That is
needed to get to Dagolar. They will also tell you the two ways to escape the
sewers.
You can escape the sewers now or confront Dagolar. Confronting Dagolar will
give lots of loot and experience points. Attempting to escape by the open
route will lead to a big battle which is useful for loot and experience
points. Afterwards leave by the secret route for more experience points.
If you wish to explore the sewers some more, there is loot in the northeast
corner and northwest corner. The northwest loot is a magic axe. Your thief
needs to be the leader to make it into the northwest area.
DAGOLAR
In the northeast area of the sewers the sewers flow into a barred area. Get
as close as you can and use the Rod of Parting. This will reveal the secret
entrance to Dagolar's maze. The first person you will encounter is Mow. He
will attach himself to your party. If Mow is killed, you find another helpful
NPC, Jake. It is not known how many of these guides are in this maze. You need
to kill the four guards to get their necklaces. You cannot get into Dagolar's
place without them. You can drop the necklaces once you get past the Door of
Eyes and you should do it.
Warning: The fight with Dagolar is very tough and once you enter his palace,
you cannot leave until he is killed. It is a good idea to keep one save that
you can load to bypass this optional mission until your characters are at a
high enough level to complete it.
Warning: There is only one place to rest here and you cannot get to it until
you defeat Dagolar so conserve your magic.
The first thing that happens is a battle with Keldar when you enter Dagolar's
place. Since you cannot rest until Dagolar is defeated, you can skip Mow's
guided tour of the place and confront Dagolar immediately. If you take the
tour avoid Keldar. That is only an extra battle you do not need to do. First
you need to free Dagolar's zombie brother, Gorburnix. He is the lone Zombie in
the locked room south of the one with all the skeletons about the middle of
the maze. Take Gorburnix to the room with the fireplace and take a look at it.
The confrontation with Dagolar is through the fireplace. This is a tough
battle so cast all the protective spells you can and also use all the
protective psionic spells you can as the slimes attack mainly telepathically.
Due north of the battle site is the rest room. The loot includes Dagolar's
wand, Living cloak, Dag's dagger. The rest room has a wand of missiles, a
magic ring and assorted loot.
THE FIELD
The field is where you end up when you leave the sewers. This is a simple
maze. There are only three places of interest. At the center of the field is a
man who gives a special gem for helping him escape. The gem goes in the fallen
column in the southwest corner of the field. The columns are teleporters that
enable your party to go to frequently visited places instantaneously but need
to have the gems inserted in them to work. You will find the way to operate
them later. Also in the southwest is a fruit seller. This is the first shop
you will find and it is a good place to sell all the loot you have accumu-
lated. He is also the source of random magic fruit. These contain various
clerical spells if you are short of clerical spells. The exit from the field
is due north.
It is worthwhile to locate One Eye and there is an interesting sequence if
you keep the slave who gave you the gem alive.
THE DESERT
When you leave the field, you enter the Desert. Check the dead body. The
scroll hints at what will be the main goal of the game. There is a rest area
just to the west of where you entered the desert area from the field.
At this point the game opens up. You can go anywhere in any order although
certain orders of travel are more optimal than others.
Although the Desert will be important later in the game, there is not much
there. There is one minor side mission involving Larussa. Talk to her and find
out what she is looking for. Otherwise all you will find in the Desert is
random monsters. Use the overhead map to find or avoid them as you wish.
There are 5 exits from the Desert. The one to the south is where your party
exited from the Field. The one to the southwest leads to the Painted Salt
area. The one to the southeast leads to the Red Sand area. The one to the
northeast leads nowhere. The one to the northwest leads to Teaquetzl. Check
out Teaquetzl first as that is your new home.
TEAQUETZL
The first order of business is to meet the village leader Chahl in the big
building due north of the entrance. Offer to help their cause and they will
welcome you as a new member of the village. Your house is the one on the east
side with the rest circle.
There is another teleporter near the entrance. The gem to activate it is in
the well. The Visionary gives the clue to search there.
Check out your new home. It has many chests to store excess loot and already
has some nice loot for you. This includes Swiftbite+2 1D8+2. Kitura will meet
you here eventually. You might be able to get a ring from her and a hint as to
the end game. Warning: While this is a good place to store excess loot, this
is also an area where items can disappear if you store too many items here.
The Visionary is in the southern most house closest to the entrance. Except
for the information about the well, his statements are nonsense. But he gives
Llod's rod which activates the teleporters. The being in the rod also gives
hints as to the end game.
Near the well are an open air archery shop and weapons shop. The building at
the southwest corner is the armor shop. It can used later on to make a magic
weapon but this is an optional mission. It is also a low level magic weapon.
Due north of the weapons shop is Father Garyn.
Father Garyn will ask you to travel to Red Sand to pick up some ranike pith.
Accept the mission. Afterwards he will ask you to use the pith to make an
extract. You make it using the chemistry set to the west of the house and not
the tub of extract at the north end of the house. Deliver the extract to
Linara at Gedron.
You enter the well by looking at the bucket on it to open up the route down.
In it is the gem for the village teleporter and Tynan. Reuniting Tynan and
Tristram is optional but you get a lot of loot for it. Tynan is actually
located in a portion of the Sunken Temple. Until you reunite Tynan and
Tristram the main portion of the temple with the loot cannot be reached. There
are three other portions of the temple that can be reached by other entry
points which are given later in this walk through.
If a character with high charisma speaks with Chahl, you can get his life's
story and some experience points.
RED SAND
There are 4 things of note in this area. There is the wandering sage Algernon
in the north. He will give you the gem for the teleporter in this maze. He
also gives the wand of metal detection. He will identify any magical items you
have.
The teleporter is in the north end of the plateau in the center of the area.
At the south end of the plateau is Notaku. He has the pith. He will also give
various missions to find things. The reward is money and various magical
items. The first mission after delivering the pith is to get a terror bloom.
That can be found in Cedrilte. The reward is a Lightning rod. He also wants
Tyrian butterflies. These are found north of Red Sands in the Oasis Desert.
The mastyrial sting brings El's Shield+2
Just south of Notaku is Demothi and his mastyrial. They represent an
interesting side mission. Just buy his mastyrial and see what happens.
There are 4 exits from Red Sand. The west one leads to the Desert. The south
one leads to South Red Sand. The east one leads to Wyrm City. The north one
leads to Oasis Desert.
SOUTH RED SAND
The mission here is rescue the caravan from the mageras. There are two groups
of people to be rescued. After you rescue both groups a rest area opens up
near the broken wagon. The rescued people can be persuaded to join the
alliance. You also get Hornblade+1 1D8+1 as a reward.
There is also a bridge near one of the groups of people. With a rope you can
find nearby you can go down to another portion of the Hidden Temple. This will
be the area where Tristram is located.
There is an exit to the southwest but it only leads back to Field.
OASIS DESERT
This desert is where the Tyrian butterfly can be found. However, there will
be a confrontation with the guardian of the oasis. You get experience points
if you confront the druid but more money if you are apologetic and truthful.
This is also the place where you get to meet up with the arena announcer and
kill him. Use the overhead map to locate him. If you talk correctly he will
give the location of a treasure in the Painted Salt Desert.
There are only the north and south exits from this area. The south exit leads
to Red Sand. The north exit leads to the Slavers' Camp.
PAINTED SALT DESERT
This place has 4 exits. The southeast exit leads to the Desert. The north
exit leads to the Large Oasis and the west exit leads to Cedrilte. The south
exit leads to the lava area.
There are nothing but side missions in this square.
There is Toonuu the salt gatherer. He is useful if you want to deal with
Demothi in Red Sand.
Talk to Ssovan and go back to the Desert to talk to Larussa. Meet Larussa
here again to get Steadfast ring which increases Constitution by 3.
By the number 2 is Maris. Talk to him and walk the path to gain some minor
experience points.
SLAVERS' CAMP
This area has 3 exits. The southwest exit leads to the Oasis Desert. The west
exit leads to the Messenger Desert. The north exit leads to the Elven Caravan.
There is a big slavers camp here. Your optional mission is rescue the slaves.
You can do this as one big battle or two smaller battles. The reason is there
is a Drajian templar in the camp buying slaves. You can, by the right choice
of dialogue, select a fight with him and his troops only. You come back later
to finish off the slavers. The slavers leader is at the south end of the camp
next to the fire and the templar.
You may get also be ambushed by a bounty hunter, Seref, in this area. The
full story on that is to the north in the Elven Caravan.
MESSENGER DESERT
This area has only an enemy messenger to kill for a clue as to what to do
next. It has 3 exits. The east exit leads to the Slavers' Camp. The north exit
leads to the Monsterland area. The west exit leads to the Hot Springs.
There is a random encounter here also with Hototo. Pretend to be Dagger and
take the slave and then try to leave. You will encounter Dagger. Kill him and
the slave awakes. He is Nirveli and it is worth 3000 experience points for
rescuing him.
ELVEN CARAVAN
There is a rest area at the north end of the camp. There is a teleporter here
and Kel has the gem for sale.
Talk to various visitors you find in the camp. They will tell you interesting
stories, give information and in some cases you get experience points from
them. Beware that the sword maker encounter has a bug that hangs the program
in a loop if you ask the wrong sequence of questions but you get 1000
experience points for asking the right sequence. You will encounter different
visitors each time you enter the area until you have met all the visitors.
There are various wagons with people to visit. The caravan master Drisana is
in the big wagon in the middle. She will give you commissions to take care of
the wyvern raiders in Cedrilte and the Magera marauders in Wyrm city. It is a
good idea to delay these missions until you get the commissions.
Tobrian sells wine and is an interesting side mission. There are several
significant variants of this mission. It depends on whether you do NOT drink
his wine, drink it immediately, delay drinking it until the very end and how
you react to the wine you do eventually drink. If you drink the wine
immediately you will be stripped of all your arms and armor and carried away
to a bounty hunter, Seref. You must then fight him and his gang with bare
hands. Afterwards you can return to Tobrian to get back all your items. Be
truthful and use the caravan master to resolve the confrontation with Tobrian
to get the most benefit out of this side mission. If you wait until the last
minute, you will be ambushed in the slavers camp area by Seref. Yet another
variation eliminates the ambush by Seref.
Jark sells weapons.
Larissa is a seer and gives information.
Kel sells magical items. This includes an unlimited supply of magic arrows+1.
CEDRILTE
This is where the wyvern raiders are located.
This is a mission of three parts. The first is the village of Cedrilte
itself. Then the cave and finally the castle and castle tower.
There is a well that leads to the southwest portion of the Sunken Temple.
There is an obelisk near the center of the village. You get the gem from
Chaya.
The first order of business after defeating the bandits you will encounter on
entry is contact the village head Chaya. She's in the middle northern most
building. She will give a place to rest and a leather sling+2 1D4+2.
Krikor will guide you to the cave if you talk to him correctly. To enter the
cave requires clicking on EXACTLY the correct spot.
Lukyan will tell you where to get the terror bloom and give you the means to
do it. You can also persuade Uskuye to help to fight the rampager. Beware the
rampager may destroy some items your character has. This is a feature of the
monster.
CEDRILTE CAVE
There is an optional mission to help the First Folk and the spiders. You also
get a silk rope for the bridge in South Red Sand if you did not find the one
in that area. The reward is a Silk armor+2 from the Outcast. Doing the mission
gets the aid of the First Folk to get into the castle but it is not needed.
Talk to the Outcast to start the mission. A thief needs to be the leader to
climb the cliffs. Get the necklaces and the golden pendant from the bricked in
room. You need 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. You can
discard the necklaces after completing the castle.
Then you need to engage in a little spider politics to get Prince Clikk-
tunk's help to end the war between the First Folk and the spiders. The key to
ending the war is to talk to the Rebels. In the battle with the Queen, make
sure the Prince follows you closely into her chamber. His speech is needed to
make some spiders friendly. Otherwise, everyone including the Prince attacks
your party. The loot from the Queen includes Wildwynd wand.
CEDRILTE CASTLE AND TOWER
There are only three things to do in the castle. Kill all the bandits. Kill
Tara and free her followers from their curse. Loot the area to the southeast.
The entrance to the tower is past the wyvern pen. If you talk correctly to
Chero, who is located in the big room with the wyvern tackle room, you get an
interesting sequence.
The first thing to do in the tower is head for the northwest room. The wind
druid is there. He has the key to the bandit chief's room. There is a Bow+2
at the entrance to the druid's prison. You can also rest in his room.
The bandit chief is due south of the druid. The loot for killing him is Wind
ring, Drake Armor+1. The key to the bandit chief's treasure room is hidden in
his bedroom.
Tara is in the northeast tower. To kill Tara, just make sure she takes damage
and then immediately use the wind potion. The wind potion also can be used to
free her followers from their curse. The loot is Tynan's Heart and the magical
Silver Necklace.
The loot in the southwest can be found several ways but talking to Tara's
followers to find the one with magical Serpent boots is the best way. A good
thief can find the secret door without the boots. The main loot is Dark
Flame+2 1D8+2.
WYRM CITY AREA
This is where the mageran raiders are coming from. The west exit leads to Red
Sand. The north exit leads to Wyrm city proper where you end the mageran
menace. There are side missions here.
The first mission involves contacting the Rogue Shaman and clearing his
village of wraiths. The village is in the center of the square. The reward is
a magic ring and a little treachery.
Loweman and Nnamdi can also be found here.
WYRM CITY PROPER
Wyrm city proper is a two part mission and the first part is supposed to be
accomplished peacefully. The key is to pretend that everything you are doing
is by order of the leader (Balkazar). Find the Blind One. He will direct you
to the temple and tell you how to bluff your way past the mageran leaders. In
the temple, Tanelyv will instruct you on how to break Balkazar's rule over the
magerans. There will be a big battle with Balkazar's minions once you free the
magerans. Check your inventory afterwards. You may have lost some stuff due to
babau magic. The best tactic is let the mageras attack while you make missile
attacks.
Afterwards you can rest in the healing room in the temple. At that point you
can fight the vrocks in the temple. Tanelyv's reward is first the Ring of
Insight and finally his armor once you killed Balkazar. There is not much loot
in the city and so it is not worth spending much time exploring.
MAGERA TEMPLE
The entrance here is in the southeast part of Wyrm City. The only points of
interest are the locked rest room, Tanlyv and the vrocks. Do not fight the
vrocks until you can rest. The vrocks are there as a hint and for the
experience points. You rest by pushing the button.
TELEPORTER MAZE/BALKAZAR'S PALACE
The east exit from Wyrm City leads to Balkazar's palace. You must first fight
the guard. The loot is a magical Chatkcha+1 1D6+3 that also produces a small
flame wall.
There is also a separate teleporter maze here. Somewhere in the maze is a
magic sword Draketooth+1 1D8+2. This sword will increase the strength of the
character who wields it. The entrance to the maze is at the northeast corner
of the area.
It's important to do the Balkazar maze in the right order to get the full
benefit of the story. In the southwest are some abandoned rooms that give the
clues to defeating Balkazar. In the eastern part of Balkazar's palace is a
lone magera. Visit him and then follow him to the building to the north. Wait
for the second opportunity to attack and then rescue him. You can then kill
Balkazar who is in the south part of his palace. You can then fight the vrocks
for Balkazar's treasure.
The secret to killing Balkazar is to NOT attack him. Instead have everyone go
into the next room and shoot missile weapons at the mirror until it is
destroyed. Then kill Balkazar. The loot is Balk's Staff+1 1D6+2. In Balkazar's
loot room is a Belt of Might and Ring of Light of Dawn.
With Balkazar dead you can go back to Wyrm city and ask the leaders to stop
attacking the caravans.
The terror potion can be used to make a poisoned weapon using the tub in
Balkazar's room.
HOT SPRINGS
The mission here is very simple. Kill the templar and his troops. The loot
includes Drake Shield+1. There is also a fight with Uzoma somewhere here.
The east exit leads to the Messenger Desert. The north exit leads to Gedron.
The south exit leads to the Big Oasis.
BIG OASIS
The mission here is to kill the templar who holds the Big Oasis. See the
druid first. Talk correctly with the first guard you meet and you will get
close enough to kill the templar first. The loot is a magic necklace. The
druid's reference to treasure is to the Rogue Shaman in Wyrm city area.
LAVA
This are has two exits. The north exit leads to the Painted Salt area. The
west exit leads to West Lava.
Talk to the Hermit and the Ranger. One of them is lying. The loot is two
fireball necklaces and a magic ring if you figure out which one is lying plus
8000 experience points. Otherwise it is just the necklaces and 4000
experience points.
Note: This is another area where there is a bug. When you approach the ranger
after the first meeting, the encounter code for the hermit is executed
instead. The work around is to stay as far as possible from the ranger and
talk to him. That triggers the proper encounter code for the ranger.
WEST LAVA
This mission is tricky only because it is hard to see the objects you must
pick up. Look around every place where there are thrikeens for some of the
items. You will need a pick for this area if you want to pick the gems. The
lava domes holds gems. Look for rocks to plug the 7 geysers. The result is the
meteorite metal.
The meteorite metal can be used to make an Axe+1 1D8+1 back at the armorer in
Teaquetzl. The steps are use the bellows to heat the coals. Use the meteor on
the anvil. This gives a rod. Use the rod on the coals and then the anvil. In
this last step clicking the rod on the right pixel is important.
GEDRON
There are 3 exits from this area. The south exit leads to the Hot Springs.
The southeast exist leads to Monsterland. The north exit leads to the
Gladiators' camp.
The mission here is to kill Wyrmias. To do that you must get the two pieces
of the statue he wants and then kill him twice. First deliver the potion to
Linara and she will let you rest at her home. Melkor runs a shop that is
available once you kill Wyrmias. Talk to the mayor to contact Wyrmias. Once
Wyrmias is dead you can enlist the Gedrons in the fight against Draj. Linara
will also tell of some loot after Wyrmias is dead and the gladiators have
returned. The loot includes the teleporter gem, El's Drinker+2 1D8+2 and a
magic ring.
There is a teleporter column northeast of Linara's place.
The well leads to A'poss's prison in the Sunken Temple.
GLADIATORS' CAMP
This area has two exits. The south exit leads to Gedron. The southeast exit
leads to the Evil Druid's area. The mission here is a two-parter. First kill
the dwarf Arant who is holding the gladiators of Gedron prisoners. Then after
killing Wyrmias come back here to free them by talking to the leader Karas. If
you talk correctly to Arant before killing him, he will kill one of his own
guards for you.
EVIL DRUID'S AREA
This area has two exits. The west exit leads to the Gladiators' Camp. The
south exit leads to Monsterland.
The mission is to rescue Linara's sister Jasmine. To do that get the grapple
from the mageran camp and fix the bridge. Then free Jasmine and kill the
druid. The loot include Shimmer armor+3.
Although Jasmine gives you a book for Linara, you will not be able to give
the book until after you kill Wyrmias and free the gladiators.
MONSTERLAND
Monsterland has 3 exits. The southwest exit leads to Gedron. The north exit
leads to the Evil Druid's place. The south exit leads to the Messenger Desert.
Except for the ssurans, the place has just random monsters and some loot.
The ssurans with the statue piece are in the southeast area. Just kill them
for the piece.
The mastyrial sting is found here. In the northwest where there are two
upright stones, you can climb down the cliff and Look for a mastyrial under
the sand. There is also some loot in the nests nearby.
SUNKEN TEMPLE
The only critical thing to do is get Tristram to give you her heart crystal
and use it to take her back to Tynan. Use Tynan's heart on him and take them
both to his chamber. Use both hearts in the altar there. The temple is then
repaired and you can get to the blocked off portions for the loot and
experience points. You may kill A'poss when you first encounter him. Otherwise
Tynan takes care of him. The key to getting Tristram's heart crystal is to be
persistent in talking to her. After using Tynan's heart crystal to draw him
in, you can also use it within the circle to teleport to his chamber in the
temple with the altar. A rest circle appears when Tynan and Tristram are
freed. The loot includes Mace+2 1D6+3 and a magic ring.
The sword blank is found here. It has no use.
THE BURIED CITY (KORBNOR) AND FINAL BATTLE
The Final Battle has 3 parts. You will know you are ready when you get the
summons to the council. Do NOT go unless you are ready as the final sequence
is triggered once you talk to the full council. Note that Cedrilte, South Red
Sand, and Gedron are the minimum missions you need to do to trigger this
sequence. Everything else in this game is optional. However, without some of
the loot you find in the optional missions the final battle is very hard.
The first thing that happens is you get some more loot in one of the chests
in your home after talking to the council. The loot is a random scroll, magic
helmet and a magic bow.
When you leave Teaquetzl you will be automatically teleported to the Buried
City. The mission is to find the genie and get his help in fighting the
Drajian army. To do this you must locate Cragg's ghost in the north part of
the city and agree to find his body. The body is located in the maze in the
east side of the city. The teleporter to it is in the northwest corner. The
teleporter square is a fake. The real teleporter is behind the curtain. Use
the body in the tomb that you can look at. All else is icing on the cake. Use
the Orb of Knowledge to find out what happened in the city.
The 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 the
El's Drinker sword. That will help restore the lost hit points. There is no
place to rest in the city. The reward for placing Cragg's body in the tomb he
is standing by is a Great axe+3 1D10+3.
Once you wish for help to defeat the Drajian army, the final battle begins so
be prepared. Suggested spells are aid and protection from normal missiles. The
battle has two parts. The first part is easy. Blast away with everything you
have. By this time your party should have plenty of good magical items for
everyone. There is a 2-3 second delay between the end of the first battle and
the beginning of the next. If you can quickly switch to the look cursor, you
can invoke the genie to heal everyone and save the game.
The key to the second battle is to cast web and entangle and keep the
Drajians as far away as possible. Then kill them at a distance. After the
battle pick up the sword Dragonbane+4 1D8+4 and another Great axe+3 1D10+3.
The genie leaves after the victory regardless of whether you have used all
three wishes or not so you might as well use them all up the best you can.
You can continue to play the game afterwards. To prepare for the sequel, just
save the game and store the save file away someplace along with DARKSAVE.GFF
and CHARSAVE.GFF.
DARK SUN I: THE SHATTERED LANDS is published and distributed by SSI.
This walkthru is copyright (c) 1993 by Danny Low and THE ELECTRONIC GAMER
(tm). All rights reserved. Not to be distributed without permission.