Dragon Warrior I Online Walkthrough Pt. 2

Dragon Warrior I Walkthrough
Version 1.0
Christopher Lee Boger
leslumens@yahoo.com

Note: This is only the walkthrough. For the remainder of the things such as weapon stats, spell charts, monster charts, etc., find the appropriate section which should be (or will be) located at the same place as this walkthrough. Text versions should also be available for download at the same location.

This walkthrough will contain story spoilers, so if you do not wish that, perhaps use the FAQs section found at the same address which offers varying degrees of explanation in order for you to beat the game more or less yourself, with the least amount of prompting possible.


Mountain Cave and the Fighter's Ring Magic keys and the Stones of Sunlight
Rescue Princess Gwaelin The Grave of Garinham and the Silver Harp
Your worth proven, obtain the Staff of Rain Old man in the shrine
Return to The Main Page
Back to Walkthrough Pt. 1 On to Walkthrough Pt. 3

Mountain Cave and the Fighter's Ring
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     Before you go hunting for the ring, build up the 1500 GP and purchase the Broadsword. You should be close to that total already, anyway. Do this near Rimuldar, and don't head too far South! Once you have the Broadsword, and it's 5 Attack Power boost over the Hand Axe, head back to Tantegel. Restock your supplies and save the game.
     Now you want to go to Mountain Cave. You reach this cave by heading toward Garinham.
     Once you reach Garinham, head South. You will cross a bridge, then pass a finger of mountains. Just past these is a poisonous swamp in the East. Go East and skirt around the swamp and you will find Mountain Cave.


Time to enter Mountain Cave!

      -{ Mountain Cave }- Click to view Map

     FIRST FLOOR:
     Head North at the first opportunity once you enter this cave and pop off a Radiant Spell. Then turn East and North again. Now head West and follow the path as it turns North, then East. (Pass the stairs, they are a dead end) Your goal is the path South you see next. If you continue East, you can grab a Herb from the chest before you go down, so long as you don't have a full 6.
     There's nothing truly dangerous on this floor, mainly monsters you have fought before. It shouldn't be too dangerous. Grab the Herb if you want, then head down the stairs.

     SECOND FLOOR:
     On the second floor, you will need to beware of Drakeemas with both the Hurt and Heal Spells. Warlocks also appear here. Poltergeists, which possess the Hurt Spell, also appear on this floor.
     Head East. There's a chest just South with some GP in it. Then head back North past the stairs. Head West when you can and keep going that way. You will discover a torch and the Fighter's Ring in two chests.
     Go to the item menu and use the Fighter's Ring the same way you used the Dragon's Scale to equip it.
     There is one more chest in about the center of the West side of this floor. You reach it from a path in the Southwest corner. It contains a fairly substantial amount of Gold.
     Now that you have proven your worth as a true fighter, exit the cave and save your game.

     Here's a neat trick. If you re-enter the cave, you can collect the gold chests, the Fighter's Ring, and the torch again. (The herb too, if you don't have max) Fighter's Rings are worth 15 GP at a General Store when sold. You can earn around 140 GP per trip from treasure here. If you sell a Fighter's Ring, make sure and use the one you are still wearing to make sure it is equipped. I stop keeping torches at this point, but you might want to keep 1 for emergencies.

Magic Keys and the Stones of Sunlight
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     The Stones of Sunlight are in Tantegel Castle, huh? Well, they must be behind some locked door. Time to return to Rimuldar and purchase some keys.
     You can carry up to 6 keys at one time, and you're going to need at least two or three for the near future. I usually buy all 6 before leaving Rimuldar.
     Here in Rimuldar, behind two locked doors of the Inn is a set of Wings. Who would want to go after them when it takes two 53 GP keys to get one lousy 70 GP set of wings? The old man behind the first locked door gives you an important clue, but I'll save you the GP and tell you what he says. "4 steps South of the fountain in Kol thou shalt find a magic item."

     Head back to Tantegel Castle. If you're tempted, the treasure room contains piddly amounts of gold, so don't waste your keys. The guard in the room says, "Never does a brave person steal."
     Go around to the door where a nearby guard says you must have a key to open the door and do so. There is a key cutter behind the desk to the North, but his keys cost 85 GP. Talk to everyone you see in this new area of the castle.


Use this door to reach the new area of the castle

     The guard behind the barrier give you a vague clue about the Grave of Garinham, to "push a wall of darkness".
     Head out by the key cutter's desk and follow the outside wall and the waterline farther South to some stairs and use them.


Heading toward the hidden basement

     Here in a chest you will find the Stones of Sunlight, one of the three necessary items! The old man gets rude once you take the chest ^_^

     Now go save your game. You should be near level-11 now, so go ahead and earn it near Rimuldar. You get a moderate increase in strength and speed, a pretty good HP increase, and a nice MP increase at this level.
     Once you've got your level, head to Tantegel and save your game. Make sure you have a couple of keys on hand! I usually stop worrying about Stopspelling Warlocks at this point. Keep your HP above 30 while you're wandering about and they're not that dangerous. You should be able to smash them in 2 blows most times now.

Rescue the Princess Gwaelin
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     Seems there's been a Princess in captivity the whole time you've been wandering around. Let's to free her! Make sure you have a full load of six herbs (and a key), then head for Swamp Cave.
     Head to the East upon entering the cave and try to stay near the Eastern wall while heading South. If you need to view a map Click Here
     Beware when you see the path turn into a single hall which can only be entered by passing over a single square, for here lurks the Dragon!


One more step and you face the Dragon!

     Cast Sleep immediately, this Dragon is very susceptible to the spell. Once it works on the Dragon, heal up with spells while it is sleeping. When you reach about 35+ HP, start attacking until it awakens.
     While the Dragon is awake and attacking, use Herbs to heal and try to stay at 30+ HP. Use the Sleep spell again when you get a chance (any time when you're around 25+ HP is good). Then try to spell heal again while the Dragon sleeps. Once again when you regain your strength, start whacking away with your sword.
     It's a tough fight (in fact, you may end up resetting and trying again a few times) but you can prevail. If you want to come back and do this late, when you are stronger, you can. This is just when I always do it. In fact, you don't have to rescue the Princess at all if you want to be a real jerk ^_^
     Once you've defeated the Dragon, head South and open the door with your key. The Princess is very grateful, and you carry her from the cave back to Tantegel Castle. If you're really weak, use the Wings once you are outside. Talk to the King and earn his eternal gratitude. You'll get a bit more than that from Gwaelin. (Stop That! That's not what I meant you dirty minded fool!) The item Gwaelin's Love tells you how much XP you need to reach the next level. It also tells you how many squares, and in what direction, you are away from Tantegel Castle while on the field. Very useful!

     Now replenish your Herb and Wing supplies, recharge your HP and MP, then save the game.
     Your next goal is 3000 GP for the Plate Armor and level-12. Without both, you're not going to get much farther. Do this around Rimuldar, and restock your keys while you're there. Don't wander too far South unless you are prepared to take on some tougher foes. As you acquire one or the other of these goals, go back to Tantegel and save.
     Level-12 offers a massive strength increase, a good speed increase, a piddly HP increase, and a solid MP increase. You also learn the Outside Spell which allows you to escape dungeons at a cost of 6 MP.

The Grave of Garinham and the Silver Harp
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     There's another town with a locked door we haven't checked. Let's head to Garinham. Make sure you have at least 2 keys and that your herb and wing supplies are restocked.
     Once in Garinham, head for the locked door on the North side of town. Enter this door and talk to everyone you meet. People speak of Erdrick's Armor and a town in the South called Hauksness. Save your key and don't enter the room with the two guards. They both just say "Talk to the other guard, I'm busy!". The chests contain only minor items, but grab them since you're here.
     On the North side of the room, go three steps from the West edge and then go North "into the wall of darkness". Head East after you pass into the new area and go down the stairs you find here into the Grave of Garinham.

      -{ Grave of Garinham }- Click to view map.

     FIRST FLOOR:
     On the first floor, you'll encounter Warlocks, Skeletons, and other creatures of similar strength.
     If you head toward the Northeast corner, you'll find some chests with some minor items in them.
     Your goal, however, is to head North until you can go East. Then head East until you hit the Eastern wall. Then turn South and keep going until you find a door.
     Open this door and follow the only path you can until it terminates at a set of stairs. Use these stairs to reach the second floor.

     SECOND FLOOR:
     The stairs right next to you are a dead end. The stairs in the Northwest and Southeast corners both lead to a chest with the Cursed Belt. DON'T use this item! It's worth 180 GP at the General Store, however, and you can pick it up every time you enter the Grave. Good place to build up GP! If you do accidently use this, go talk to an old man in Brecconary living in a house. He usually says "Return here if thou art cursed.". This old man will remove the Cursed Belt for you.
     The stairs in the Northwest are closer to this chest than the other ones. The stairs in the center of the floor are a dead end.
     Get the Cursed Belt, if you want. You might want to skip it and head straight for the Harp. This dungeon is dangerous, and you can always pick up the belt on the way out if you're strong enough. The actual place you need to go on this floor is the stairs in the Southwest corner. Take them down to the third floor.

     THIRD FLOOR:
     On the third floor you'll encounter Wolflords with Stopsepll, Spectres with Sleep and Hurt, Droll Magi's, Druinlords with Heal, and Wraith Knights.
     Wraith Knights are extremely dangerous to you at this point. Use your Stopspell immediately upon encountering them to prevent them from casting the Heal Spell and undoing all your hard bashing work. Be prepared to use some Herbs when you encounter one of these, as they hit very hard and dodge with alarming frequency.
     After coming down the stairs from the second floor, head North. Follow the Eastern fork when the path splits just North of the stairs. Then continue North and be on the lookout for a set of stairs to the East. These stairs will take you down to the fourth floor.

     FOURTH FLOOR:
     Head straight for the stairs you see and use them. Dangerous Wraith Knights are frequent here!
     Take the Silver Harp from the chest and exit the dungeon. You might want to use the Outside spell if you have the MP. (If you don't have enough MP, it's likely you're dead meat!)

Your worthiness proven, obtain the Staff of Rain
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     Go sell the Cursed Belt if you have it, and recharge yourself. Then go save the game.
     The Silver Harp, when played by using it from the item menu, will cause monsters to automatically attack you wherever you are standing while on the field or in dungeons. It's only slightly less aggravating and time consuming than wandering around and waiting for attacks. I usually just go get rid of it immediately.

     Go back to the old man living at the bottom of the stairs near Kol. Talk to him and he'll vanish, allowing you to take the chest. You'll obtain the Staff of Rain, the second item you will need to confront the Dragonlord. Head back to Tantegel and save.

     Now, it's a good time to build GP again. A good place for this is the third floor of the Grave of Garinham. Grab the Cursed Belt to sell again and stay near the stairs back to the second floor.
     Another place offers better prospects and is actually safer. Head South Past Mountain Cave where you got the Fighters Ring. Keep going until you come near another bridge. DON'T CROSS IT!


Don't cross that bridge, stay in the woods!

     Instead, go to the small circular (actually, it's almost slime shaped) woods to the East of this bridge. Wander around here fighting Wraiths (Heal Spell and dodges well), Wolflords, and the grandaddy of all GP builders..... the Gold Man! Gold Men hit hard, so you might be forced to use some Herbs on occasion. They're only worth a few XP, but they clock in at better than 150 GP most of the time!
     Your goal is 7700 GP for the Magic Armor. It won't take too long, especially if you're lucky with finding and defeating Gold Men. Your next quest is to acquire the legendary Armor of Erdrick. Thus, you may choose to brave the dangers of this journey in your old armor, avoiding the GP buildup all together. It's up to you, but I always go ahead and get the Magic Armor to make things easier. The monsters you are about to encounter are nothing to sneeze at!
     The Magic Armor is sold in Rhimuldar. This armor recharges 1 HP for every 4 steps you take, very useful!
     You should reach level-13 around this time. This level brings a strong increase in speed, a good HP increase, some nice MP, and the Return Spell. Chant this at a cost of 8 MP and you'll be transported instantly back to Tantegel Castle exactly like the Wings.
     While you're in Rhimuldar, restock your keys. Now, before you go get the Armor of Erdrick, journey South from Rhimuldar and cross the bridge you find here.

Old man in the Shrine
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     Once you've crossed the bridge South of Rhimuldar, beware Wyverns! They are fast, hit hard, and are difficult to hit themselves. On the Southern island you should see a set of stairs, use them.
     Talking to the old man here only gets you teleported out of the Shrine. You must be missing something.... The other old man wanted the Silver Harp, so this one must want something as well. It's a good idea to re-enter the Shrine and walk around to recharge your HP with the Magic Armor, if you have it, before heading back.


An old man lives in a shrine South of Rimuldar

     Now return to Tantegel Castle and save your game. Restock all your supples first! Then head back toward the small woods where I said Gold Men appear frequently.
     This time, cross the nearby bridge. Almost immediately, you should see a town in the middle of a desert. This is the destroyed town of Hauksness, where Erdrick's Armor lies. Beware Wyverns, Knights (Hit hard, use Stopspell), Demon Knights (Incredibly hard to hit! Worth good XP and GP), and Rouge Scorpions (Hit hard).
     Once you cross the bridge, if you choose to enter Hauksness and try for the armor, skip ahead to part three for that section and good luck! You're going to need it! The enemies in Hauksness are vastly powerful.
     I recommend you do go ahead and purchase that Magic Armor if you have not yet done so. Odds are you'll need to power up to level-14 to survive Hauksness anyway, so you'll surely have enough GP for the Armor by then.

     Odds are the first Demon Knight you encounter will exhaust you of most of your herb supply. You might want to do your power up in the woods with the Gold Men instead of braving the other dangerous side of the bridge.
     Since you should have the Magic Armor, you can walk a bit North of the woods near a peninsula which looks like a pointing finger. Here there are weaker enemies, and you can allow the Armor to heal you while you walk in circles. Doing this can allow you to remain in the field between returns to town for quite some time, and it will take quite a while to reach level-14.
     You might also consider the Southern island near Rimuldar, however. Wyverns are worth around 5 more XP than most of the comparable strength monsters which you can handle now. They are worth a lot of GP as well.
     Level-14 brings a massive power and speed increase as well as good HP and MP improvements. All these are near essential to surviving in the town of Hauksness. Return to Tantegel and save, making sure your supplies are restocked, once you attain this level.
     A good gauge of your ability to survive in Hauksness is to fight Demon Knights on the field nearby. Keep yourself near max HP in between fights. If you need to use more than one herb in this situation, you might not be strong enough. If the Demon Knight dodged a lot, or you were not near max HP, you could throw off the gauge a bit. Try a couple of times to get a good gauge.

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Go on to Part 3

I am not affiliated with anybody who's stuff appears on any of these pages. I do this for fun and to help people out.
Copyright 1998 Chris Boger