Northeast Alefgard
Northeast of Tantegel you'll find Kol, a shrine, and the Swamp Cave that leads to Rimuldar. This area is tougher than the northwest; don't come here until you have Chain Mail and the Hand Axe at minimum.
Enemies
Near Tantegel you'll still see Slimes, Red Slimes, Drakees, Ghosts, and Magicians. Cross the bridge east and Magidrakees, Scorpions, and Skeletons appear. Skeletons hit hard — 20+ damage per attack. Sleep them immediately or you'll burn through Herbs fast.
Magicians and Magidrakees cast Hurt. Nothing blocks magic damage; your defense stat doesn't help. Kill them first or put them to sleep before they wear you down.
Magic Milestones
Level 4 gives you Hurt. Costs 2 MP, deals 8-12 damage, ignores enemy defense. Use it to finish fights faster, but don't drain your MP completely — save some for Heal.
Level 7 gives you Sleep. This spell wins fights. Cast it on Scorpions and Skeletons; if it lands, you get free attacks while they snooze. They can wake up any turn, so stay healed. Sleep costs 2 MP and is worth every point.
Kol
| Item | Price | Notes |
|---|---|---|
| Copper Sword | 180G | You should have this already. |
| Hand Axe | 560G | +15 Attack. Same as Garinham. |
| Half Plate | 1,000G | +16 Defense. Priority buy. |
| Full Plate | 3,000G | +24 Defense. Expensive but strong. |
| Small Shield | 90G | You should have this already. |
| Herb | 24G | Stock up before the Swamp Cave. |
| Wings | 70G | Teleports to Tantegel. Useful until Return. |
The inn costs 20G. Talk to everyone — NPCs mention that magic keys are sold in Rimuldar, somewhere to the south. A guard hints at the location. Another man behind a locked door knows about the Fairy Flute, but you can't reach him yet.
Kol Shrine
West of Kol, past the northern mountains, sits a small shrine. Inside, an old man offers to trade the Staff of Rain for the Silver Harp. You don't have the harp yet — it's in Garin's grave back in Garinham, behind a locked door. Remember this location. You'll return after you get keys from Rimuldar.
Swamp Cave
South of Kol lies a poisonous swamp surrounding a cave entrance. Walking through swamp drains 2 HP per step; keep your health high or you'll die before reaching the cave. Bring Herbs. Once inside, light a Torch or cast Radiant (level 9).
Enemies here include Ghosts, Magicians, Scorpions, and Druins. Druins are the strongest — high HP and decent damage. The cave is linear and connects to southeast Alefgard, where Rimuldar waits. This is your path to magic keys.
Push through the cave to reach the other side. Rimuldar is south. You're halfway through the game.