Dragon Warrior/Southeast Alefgard

Enemies that you will encounter north of Rimuldar:
 * Magidrakees
 * Scorpions
 * Skeletons
 * Metal Scorpions
 * Wolves
 * Warlocks

Enemies that you will encounter south of Rimuldar:
 * Wolflords
 * Wraiths
 * Goldmen
 * Wyverns

Ever increasing danger
Once you pass through the southern exit of the Swamp Cave, you will be in the southeast region of Alefgard. The monsters that you encounter here will be the toughest that you've ever faced. If that's not enough, they only get tougher as you travel further south. On your first visit to this region, you should concentrate on only one thing: get to Rimuldar. Once there, you can then use Rimuldar and it's inn as you base of operations for the next few levels, until you become stronger and earn enough money for at least Full Plate armor and a Broad Sword. Only then should you attempt to wander into the realms of Wraiths and Wolflords in hopes of finding the elusive Goldmen, and the wealth that they award you with.

Is there any way across?
You may notice that the island to the east is seperated by a tiny stream of water, but one just big enough to prevent you from crossing. You'll have to find some way to make travel across the tiny channel possible. Rumors in the town of Rimuldar say that a great hero mixed the power of sunlight and rain to create a pathway. You'll have to decipher the riddle in order to follow in the hero's footsteps.

Increasingly complex strategy: Sleep and Stopspell
Sleep continues to be exceptionally useful against strong foes. Wolves and Wolflords are fairly susceptible to your sleep spell, and Scorpions and Metal Scorpions remain virtually comatose after you put them to sleep. However, you will face a new foe with the ability to put you to sleep. These are the Warlocks, armed with both the Sleep and Hurt spells!

If Warlocks succeed in putting you to sleep, you will be helpless to defend yourself until you are fortunate enough to wake up. While putting them to sleep seems like a good choice, even better is the power of Stopspell, which you will earn at level 10. Stopspell will bind the Warlock from successfully casting any more spells at you. Every spell they attempt to cast will fail, and the only way they can harm you is with weak physical attacks.

Don't think that you are only one with this great ability. It turns out that Wolflords are fairly skilled with the ability to cancel your magic. If they successfully attack you with a Stopspell of their own, you will be unable to Sleep or Hurt them, and you will also be unable to Heal yourself! For this reason, it is far better to wait until you are strong enough to kill Wolflords in two or three strikes before wandering in their territory. But if one stumbles upon you, cast Sleep before they have a chance to use Stopspell!

Rimuldar: Keys to Knowledge, and Knowledge of Keys
While you are unable to see the entire town as you are playing the game, a glance at the overview map shows that not everything of interest in the town is accessible from within the small moat that surrounds the town. You may be used to the fact that when you stray too far from a town or castle, you are sent back to the overworld map. However, some towns and castles have a small border around them that allow you to walk along the outside of boundary without leaving the town. If you take advantage of this fact, you are bound to find many points of interest that would be otherwise accessible.

It turns out that keys can be purchased from the small hut in the north west corner of town, but you'll have to travel along the outside of the moat to reach it. Keys are 53 gold pieces each, and you can only carry a maximum of six. Stock up as they're going to be very useful. Inside town, you will hear a variety of useful tips: Useful information indeed. But one more piece of very useful information can be garnered from a man in the inn behind a locked door. Use a key on the door to gain access to him, and he will tell you to search in an area four blocks south of the bath in Kol. In the room beyond the final locked door, you can find the Wings of Wyvern which will whisk you back to Tantagel.
 * A man will advise you visit the temple to the south, while other townspeople warn you of the dangers that you may find there.
 * You will hear grumblings from other warriors about their search for a weapon strong enough to defeat the Dragon Lord.
 * One man will flat out tell you that the Sun Stone can be found in Castle Tantegel.
 * Another man on a small island will tell you about the legend of the hero and the rainbow bridge.

The Temple
In order to reach this southern temple, you'll have to battle your way through the strongest of all monsters that you will find in East Alefgard, including the incredibly strong Wyverns. If you manage to reach the south end of the mountain range, and travel back north to the stairway entrance, you can talk with the man inside the temple. He appears to be waiting for someone to appear with proof in hand of his legendary ancestry. No amount of talking will convince him that you are who you say you are. You must find something that is indisputable proof. Your search continues…

Expensive equipment
The armor in Rimuldar is by far the most expensive that you've ever seen. But it's true what they say: you get what you pay for. When making purchasing decisions, it may be tempting to earn enough to buy Full Plate armor, and then use it to fight stronger monsters and earn enough for the Magic Armor. However, if you have the 3000 for Full Plate, then you're almost halfway to the Magic Armor. The Magic Armor has the exact same protection level as Full Plate, but it also heals you one HP for ever four steps that you take! If you can be patient enough to save up your money, you can skip the Full Plate and go straight for the Magic Armor.