Walkthrough forDark Sun 2: Wake of the Ravager

The City of Tyr

Upon entering, a woman will talk to you about the Veiled Alliance. No matter what you say she will get killed and Draxans will attack. Kill them and pick up the note.

Go to the building directly northeast — it's an inn. Talk to the dwarf Arslan in the eastern section about the Veiled Alliance. He will quest you to discover the templars' plans in exchange for membership.

Leave the inn and enter the building southeast. Talk to Fayina in the eastern section — she needs help getting into the templar HQ but wants you to settle her debt with Acar first.

Go to the market and enter the building directly north. Tell the guard you want to see Acar. Talk to Acar about Fayina's debt — he'll ask you to deliver a message to Boric the overseer of the mines.

Go to the house directly west of Acar's. Give Boric the note; he'll agree to the proposal. Return to Acar — he'll forgive Fayina's debt. Return to Fayina and she'll give you a key to the templar's storeroom and a special knock pattern.

Enter the Templar HQ storeroom using Fayina's key at the very northeast corner of the city. Overhear the conversation between Draxan and Griphens about their plan to deceive the Tyrian Templars.

Use the door and knock twice, then once. Go straight north and talk to the head templar. Tell him the Draxans plan to kill them all and show proof (use the key on the east door, kill the monster, find the journal in the closet).

Give the journal to the head templar. Use the cabinet in the top of the eastern room twice. The Draxans will leave, leaving Kaleobutra alone. Kill her to get a document proving she planned to ally with the Draxans. Leave the templar HQ.

Return to Arslan with the proof. Follow him to the bathhouse in the southwest corner. Fight through the skeletons to enter the Veiled Alliance. Use the fountain and cabinet to enter the Veiled Alliance HQ.

Veiled Alliance Headquarters

Talk to Matthias, the leader. He will tell you what's happening and send you on a quest. Explore the headquarters and talk to everyone.

When ready, follow Meesha to her chambers in the southwest corner. She'll inform you the Draxans must be hiding in Kalak's pyramid and tell you to speak with Tasarla about it.

The City of Tyr Again

Leave the bathhouse and go to the second merchant to the north (blue symbol booth). Talk to Tasarla — buy a jaguar cage and ask for help getting into the pyramid. She'll tell you about Kovar, a fanatical templar, and give you citizenship papers.

Take the alley directly east and enter the first door north. Show citizenship papers to Kovar's guard Dhukkar. He'll say Kovar is gone — ask him for help and he'll tell you to read Kovar's book.

Go to Kovar's room, read the book, and find the key to the pyramid entrance. Also look at the map — note the code for the pyramid entrance. Head to the pyramid.

The Pyramid of Kalak

Enter the pyramid using the key. Navigate through the rooms, fighting Draxans along the way.

Find the Urn of Hamanu in the central chamber. You need to collect four relics to seal the urn: a hammer, a ruby, a lyre, and a cup.

Search the pyramid thoroughly for the first relic. Talk to any NPCs you find for clues about the remaining relics' locations.

Once you have what you need from the pyramid, retrieve the urn of Utaci (east). Get healing from Silvan, the local alliance healer.

Under Tyr (Optional)

This is an optional area accessible from the Veiled Alliance headquarters. It contains dungeons and passages beneath the city.

Navigate through the underground passages, fighting various creatures. Search carefully for hidden treasures and useful items.

Eventually find the big room that was once a temple. In the chest at the northern end rests the Bloodletter. Retrieving it will cause Golem guardians to come alive. Defeat them.

Once you have the Bloodletter, return to Tyr.

The Jungle Quests (Optional)

Upon entering the forest, find the hole in the bush northwest of the lake. Move a barrel to find Boots of Speed.

For 3,000 XP, go to the pillar in the centre of the ruined buildings and find serpent tracks (must be wearing the boots).

Proceed north through the jungle to the next area. Find a mercenary band — agree to help them. They'll give you a conch to blow when ready for them to attack the yuan-ti (1,000 XP).

Return and find another hole in the bush in the south. Cross the bridge and enter the yuan-ti area. Navigate through, finding items and fighting enemies.

Explore the cave system, find the high priest's room, and retrieve the important relic. Use the conch to call the mercenaries for help if needed.

Talk to Dariya to lift her curse. Return to Tyr when done.

The Mines

Enter the mines area. Talk to the miners about recent deaths and disappearances. Take the orecar around and eventually reach Hedro's Acre.

Enter the doorway in the middle of the plot and talk to the master switchman (talk to the tube). Ask for directions to Luckout Tunnels. Go there and look at the empty dig site — this activates the killers.

Walk around until you meet gray-cloaked miners. They appear "tired looking" and carry axes +3 instead of picks. Attack them.

Make your way to the Old Dig where several mindflayers await. Kill them and follow the escaping flayer through the secret doorway.

The Lower Levels

Upon entering, the flayers collapse the passage and attack. Kill them and explore the lower levels.

Find the mine cart and use it to navigate the tunnels. Search for three key pieces needed to progress. The first is found in the northeast section.

Navigate the maze-like tunnels, fighting mindflayers and other creatures. Find the second key piece near a group of slaves — free them for experience.

Locate the third key piece and a potion in the deeper tunnels. Combine the key pieces and use the complete key to access the exit. Take the most western exit on the west wall, get into the cart to reach the elevator, and use the panel to descend.

The Jaann

Enter the Jaann territory. You'll encounter a band of fire elementals guarding a creature called Soriss. You must rescue Soriss — it is necessary for further plot development. After rescue, Soriss runs off to the temple.

In the very southwest corner, there are red and green verni (farmers of no real importance).

Explore the cave thoroughly. When ready to progress, go west where a group of brown verni is. Ask to enter the temple — you'll be refused, but Draxans will attack. Kill the Draxans and clear out the camp.

With the camp cleared and Soriss rescued, Rhona (guard captain) will grant you permission to enter the temple.

The Volcano

Navigate through the volcanic area, dealing with fire elementals and other heat-dwelling creatures.

Search for the path through the lava flows. Find safe passages and use any fire-resistant items you have.

Locate the entrance to the temple within the volcanic area.

Inside The Temple

You'll witness a meeting — don't disturb it.

After the meeting, talk to Forni in the north passage, first eastern branch. She'll ask you to investigate the murder of Sorval.

Murder Investigation

Go to the main hall (by the Seal Room) and talk to the guards. Search Sorval's room for clues. Talk to witnesses and piece together the evidence.

Investigate thoroughly — check all rooms in the temple and talk to every NPC. The murderer's identity will become clear through the evidence you gather.

Report your findings to Forni. Once the murder is solved, you gain access to deeper areas of the temple.

Find the Seal Room and learn about the seals protecting the volcano. The Draxans have been tampering with them.

Inside the Volcano

Navigate deeper into the volcano. Fight through powerful fire-based enemies. The heat is intense — use healing and fire protection as needed.

Find the inner sanctum where the Draxans have been conducting their rituals. Defeat the Draxan forces here.

Retrieve the relic hidden within the volcano. Navigate carefully around the lava to find the exit.

Use a fan on the tapestry (you can buy a fan from the Elf at the Shadow Square) and enter it.

The Mountains

You appear beside a cracked dead tree — this is your way back to the Veiled Alliance. You're in the middle of a giant's village. The giants have been befallen with several cataclysms.

From the hut northeast of the dead tree, retrieve the white object on the floor — the canvass.

From the smithy's hut, retrieve the tall wooden beam in the northwest corner.

Head to the east side of the village. Two tunnels await: northern and southern.

The southern tunnel leads to a field where a giant farmer fights a plague of bugs. Pick up the plant sprayer and use it on all the weeds for 5,000 XP bonus (optional).

Go into the northern tunnel. Navigate through and explore thoroughly. Find useful items and talk to the giants for information about the cataclysms.

Search the village completely for supplies and equipment. The giants may have quests or useful information about the Draxan threat.

When ready, return to the Veiled Alliance through the dead tree.

Back at the Veiled Alliance

Talk to Matthias on any topic to obtain the experience bonus for retrieving the Lyre.

Familiarize yourself with what's about to happen. If you want a magical ring, talk to Romillia and search the northern drain in her room.

Lord Warrior's Crypt

Exit the HQ and proceed to the north end of Tyr. Beside the building with the spy master, find a building with two Golems inside. Enter, kill the Golems and their master.

Use the tapestry on the north wall of the Golem room. Use each of your four relics on the exposed door (order doesn't matter).

Enter the door to the Crypt. A templar will threaten you — talk to him and threaten him back. Find out all useful information.

Find chained-up Templar Korvas. Agree to free him in exchange for his journal page (contains vital information).

Navigate the crypt, fighting undead enemies. Search sarcophagi and rooms for useful items. Find the key needed to progress deeper.

Open the iron door. Defeat Lord Warrior's summoned minions — he escapes through the portal.

Search the sarcophagus in the western section for the Elemental Sceptre. Use the sceptre in turn on the fireplace, rock, font, and bellows. Take the runes produced and insert each into its proper place on the arch/portal. Go through.

Cosmic Temple

Defeat the initial fight. A pyreene will approach and offer to heal you — accept.

Proceed east, then northwest at the intersection to battle giant skeletons and other undead. Search all corpses of dead skeletal warriors to get the Cosmic Sceptre.

Go to one of the entrances to the giant ring in the centre. Use the sceptre on the symbol at the top of the entrance. Fight any elementals that appear. The doorway becomes unblocked — enter the ring.

Lord Warrior, elementals, the Tarrasque, and skeletal warriors will attack. Defeat the fight, then quickly place the four relics in the appropriate statues:

Hammer: northeast statue. Ruby: northwest statue. Lyre: southwest statue. Cup: southeast statue.

Seal the urn before the pieces of the Tarrasque reform. Once all relics are placed, you have completed the game!