Dark Sun: Shattered Lands Walkthrough
15. Teaquetzl

As soon as you enter this village at 1 for the first time, you will be questioned about your intentions. If you are aggressive in your responses, the guards will go hostile. Be peaceful as we want to do things around this village. It is not necessary to go through all dialogues with the guards.
15.1. Chahl
This will be our main base of operations and monsters never spawn on this map. Several villagers will be reluctant to speak to you until you’ve agreed to help them, so let’s go do that first. The leader, Chahl, will address you when you approach 2. It’s your choice whether you want to go through all or most of the dialogue to learn about the troubles and the prophecy, but agree to help them at the end of the conversation and each party member will receive 1,500xp
.
Our main objective is to find as many allies for Teaquetzl as we can for the upcoming war.
You can speak to everyone in Teaquetzl about various things after agreeing to help Chahl and the village. I will only point out the dialogues that are pertinent to quests or XP.
After the conversation, Chahl will move to 3. We need to speak to him again to set up a later mini-quest, so go to 3 and ask him about himself and go through all the dialogue in that branch. A high charisma will help overcome Chahl’s reluctance to speak about himself and the party leader will receive 200xp
(from now on, all personal XP goes to Bellatrix as she is lagging far behind the others). Chahl will tell you the story of his being involved with a giant and a Templar.

Now go to 4 and speak to Father Garyn to set up the same mini-quest, as well as to get a separate quest from him. Say you want his advice, then ask about Teaquetzl’s leader. Go through all the dialogue in that branch, especially to learn about the Templar who owned Chahl, and about Chahl’s daughter. We will run into Katura later and having these conversations now will help extract some XP from her.
Finally, ask Garyn about the contraption on the wall and he will ask for your help. He wants us to get Ranike Tree Pith for him. Agree to the task and he will direct you to Notaku in the Red Sands Plateau. Our journeys will take us there eventually, several times in fact. First, armed with the new information about Chahl, go speak to him one final time at 3 and question him about his daughter and go through that entire branch of dialogue.
At spots marked P on the map next to Father Garyn are a couple ofpink jars
. Tossing them into the water trough north of Garyn will transform them intogreen grapes
.
15.2. Equipment
During your first conversation with Chahl at 2, he would have told you about some equipment they will furnish you with. It’s at 5, in the large chest on the left that you can’t carry. For now, it contains six Arrows +2
, white grapes
, a lemon
, and Swiftbite
, our fourth magical one-handed weapon. Swiftbite is a +2 sword so this is our second weapon that can harm all creatures in the game. As a light weapon, it will be invaluable throughout the game.
The other chests anchored to the ground have nothing in them, but you can take the two small golden chests
. They have a gem
each. There are also a couple of empty bags
at spots marked X.
There is a bowyer at 6, a weapon merchant at 7, and an armor merchant at 8. Go up to the bowyer (don’t need to speak to him), and stand quite far away from the target placed next to him. Standing to the left of the display of bows should be far enough. Take a few shots at the target until you hit the bullseye. It may take several tries, but when you succeed the bowyer will be so impressed he will gift you six Arrows +2
. The weapon merchant sells a metal long sword if you want it.

The armorer sells one heavy chest armor
, so if anyone is still wearing light armor, this is a good time to upgrade. You can also sell the gems we just found to any of the merchants.
15.3. The Visionary
Speak to the visionary at 9 and ask about the gift he is supposed to give you. All other dialogue is optional. You will receive Llod’s Rod
. The first time you use the rod, it will explain what it does and how it works. From then on, you can use it to teleport around to any active obelisk, like the one in the Fields of Draj.
We came to Teaquetzl first to obtain Llod’s Rod. We could have gone from the Fields of Draj to the Wagon Train to the Red Sands Plateau, got the pith delivery quest along with the pith from Notaku, then carried on to White Sands, Nazca Lines, White Sands (send Laussa on her way), and finally Teaquetzl.
You might find this route shorter, as we will need to eventually return to Nazca Lines to access areas south and west of there, so there would have been multiple opportunities to complete Laussa’s quest and get the not overly useful ring anyway.
However, along our route we got some backstory, and we are now aware that we need to find allies for the war, a plea we will be able to convey to some prisoners we will liberate at the Wagon Train, and we have a +2 weapon to fight some monstrous creatures in the Red Sands Plateau—not necessary but every bit of extra damage helps.
You can play with the knuckle bones in the room if you want. It yields nothing special.
15.4. Teaquetzl Obelisk
You may have noticed the inactive obelisk at 10. Nobody in the village seems to have the gem for it. Walk over to the well at 11 and click on the bucket to its right. Use it to drain the well. Don’t worry, nobody in the village seems to suffer even if you leave the well this way forever.

Go down the well and you will arrive at 1 in the Temple Ruins under Teaquetzl. Ignore the Shadow at 2. For now, we just want the gem
lying on the floor in the middle of the room. Take it and go back up (walk towards the ladder at 1), and insert the gem into the obelisk at 10.
We are done here for now. When you are ready, head back to Nazca Lines (leave here at 1, and White Sands at 4) for unfinished business on that map (we could go to the Red Sands Plateau, but we need an item from Nazca Lines for a particular outcome there).