Dragon Slayer I
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| Dragon Slayer I (#17) | ||||
|---|---|---|---|---|
| Released | 23 September 2001 (Update) | |||
| Members | No | |||
| Quest series | Dragonkin, #1 | |||
| Lead developer(s) | Paul Gower | |||
Dragon Slayer I is a quest that focuses on the player's journey to slay Elvarg, the dragon of Crandor. Often described as the hardest, yet most rewarding quest available to free-to-play players, those who successfully complete it gain the ability to equip the rune platebody and green d'hide body (as well as their many variations), in addition to the dragon platebody.
Starting this quest is required to use any dragonfire protection, although it does not need to be completed. It also allows dragons to be received as a Slayer task.
A grandmaster-difficulty sequel to the quest called Dragon Slayer II was released on 4 January 2018.
Details
| Start point | |
|---|---|
| Official difficulty | Experienced |
| Official length | Medium |
| Description | Prove yourself a true champion. Kill the mighty dragon Elvarg of Crandor and earn the right to buy and wear the Rune platebody. |
| Requirements |
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| Items required |
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| Recommended |
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| Enemies to defeat |
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| Ironman concerns |
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| League notes | Unlocking |
Walkthrough
The Champions' Guild and Oziach
Head to the Champions' Guild immediately south of the southern gates of Varrock and ask the Guildmaster for a quest. He will tell you to visit Oziach, the maker of rune platebodies, who sets the tasks that champions must complete to earn the right to wear one.
Oziach can be found in the north-west corner of Edgeville, near the Wilderness ditch and the Edgeville Monastery. Speak to him, and he will set the player the task of killing the dragon of Crandor.
Return to the Guildmaster, who will recount the tale of Elvarg, the dragon that laid waste to the whole of Crandor, leaving a trio of wizards as the sole survivors. To reach Crandor, the player will need a ship capable of getting through dangerous reefs, a map to show the way, and protection against the dragon's breath.
Important: Ask him all the follow up questions below; each one unlocks a stage of the quest. You will need to return later if you do not.
Ask him how you can find the route to Crandor, and he will tell you that only one map exists - it was split into three pieces, each held by a wizard.
Ask him where to find each map piece, and he will give you information about each piece, as well as give you a Maze key (requires free inventory space).
Ask him where you can find the right ship, and he will suggest looking in Port Sarim.
Ask him how to protect against the dragon's breath, and he will mention that Duke Horacio has a special shield which is enchanted against dragon's breath.
Obtaining the anti-dragon shield
Non-ironmen may purchase the Anti-dragon shield on the Grand Exchange for 106. Alternatively, you can obtain one for free from Duke Horacio on the 1st floor of Lumbridge Castle. The drop trick can be used to obtain several shields, which may be useful if you die during the dragon fight and need to return, as Elvarg shoots dragonfire immediately upon entering her arena.
Three pieces make a whole
The three map pieces may be collected in any order. After collecting all three, use any piece on another, and all three pieces will combine to form Crandor map.
Melzar
Items required: The Maze key, food, and combat equipment. (The most difficult enemy is the lesser demon; you can safespot it with Magic/Ranged and with melee as well.)
Head to Melzar's Maze for the first map piece, located north-west of Rimmington, south of the Crafting Guild, and west of Port Sarim, with your Maze key and combat equipment. Food is recommended for lower level players.
Enter the maze, where you will be required to identify monsters which look slightly different to their counterparts:
- Kill the one long-tailed small zombie rat to get a red key.
- Enter the north-western red door (room with the spooky picture) and go up the ladder.
- Kill the capeless, hooded ghost wearing a tube top to get a orange key (they are weak to air spells).
- Enter the second most northern door (room with the ladder in the centre) and go up the ladder.
- Kill the skeleton with a small, round shield to get a yellow key (they are weak to earth spells).
- Enter the south-western door (room with the spooky picture) and go down the ladder at the end of the room, then go down two more ladders.
- Kill the zombies until you get a blue key (they are weak to fire spells).
- Enter the blue door. Exiting through the normal door will send you back to the beginning! Melzar the Mad (level 43) will spawn.
- Kill Melzar the Mad to get a magenta key. It is possible to safespot or flinch him by dragging him over to the southern side of the room (where you entered), and then running to the square inbetween the crate and the barrel, so that he gets stuck on the crate.
- Enter the magenta door. In this room, there is a lesser demon (level 82) that you must kill to get a green key. It can be safespotted with Ranged or Magic (weak to water spells) by dragging the demon into the corridor, and then standing one square to the east of the magenta door. For melee, it can be flinched by dragging the demon into the corridor, attacking it at maximum attack range then walking one square west in a repetitive motion (see gif).
- Use the green key on the green door then both open and search the chest to get a map part.
- Go up the ladder to exit the maze.
Thalzar
Bring an unfired bowl, Wizard's mind bomb, silk and lobster pot to the Oracle, located on top of the northern end of Ice Mountain, south-west of the shabby tent. The mountain is directly west of the Edgeville Monastery entrance. Tell her you seek a piece of the map to the island of Crandor, and she will explain through riddle that the map piece is behind a door below, and that you require the items you have brought to open it.
Note: If you didn't ask the Guildmaster about Thalzar's map piece, you won't have the option to ask the Oracle about the map.
Descend the mountain and head slightly south, to enter the Dwarven Mine (using the ladder, under the canopy where all the dwarves are standing).
Head to the square room at the north-east corner where you will find the magic door (see the attached map.) Use your silk, wizard's mind bomb (Be careful to not drink it!), unfired bowl and lobster pot on the door to open it. Open the chest and search for the second map piece.
Note: Using an incorrect item on the door will not affect the process. If you forgot an item, you may leave and return to the door - your progress will not be lost.
Lozar
For the third and final piece, the Guildmaster mentioned that one of the goblins from Goblin Village probably has the map piece, after Lozar was slain by goblins. It is possible to skip visiting Goblin Village - General Bentnoze would have told you that Wormbrain the thief was caught.
Head to Port Sarim jail, which is in the south of the port. Wormbrain is in the third cell from the entrance - you can either talk to him and pay 10,000 in exchange for the map piece, or attack him using Ranged or Magic if you want to use Telekinetic grab to obtain it. Once his health reaches zero (he has 5 Hitpoints), he will say and drop the map part for you to telegrab.
Note: If you didn't ask the Guildmaster about Lozar's map piece, you will not be able to attack Wormbrain.
Now that you have all three pieces, combine them to make the Crandor map.
Lady Lumbridge
Take your nails, planks, hammer, and 2,000, and head to Port Sarim. If you do not yet have a hammer, you can buy one from a Trader Crewmember on the dock to the south (Members only). Nine planks can be made at the sawmill in free-to-play, but only once. The Sawmill operator will only talk to you after you have purchased the ship.
Look for Klarense, a sailor, who is located on the second-most southern dock. Talk to him and he will ask if you are interested in buying his ship, the Lady Lumbridge. Reply that you'd like to buy her, and he will sell you the ship for 2,000.
The boat is not yet seaworthy, and you will need to fix it first. Board the ship and climb down the ladder. Patch the hole in the ship's hull by clicking it three times, and the ship will be seaworthy again.
You now need to find a captain to sail it. Go to Draynor Village and talk to Ned, located in the house just north-east of the Wise Old Man's home. Ask him if he will take you to Crandor, and he'll agree to sail you to Crandor if you have already repaired the ship and hand him the Crandor map.
Preparing for the fight
Items recommended: Quick escapes, like teleport runes, teleport tablets or the ectophial. Antifire potions, and Prayer potions or restore potions
Dragonfire
Without the use of dragonfire protection, Elvarg's dragonfire can deal up to 70 damage at range. Equipping an anti-dragon shield is highly recommended to mitigate this at a minimum; Protect from Magic will also reduce some of the damage. Members may also drink an antifire potion or super antifire potion in combination with the other two methods.
See the below table for the maximum damage Elvarg will deal based on your combination of dragonfire protection used.
| Protection used | Maximum damage | ||||||
|---|---|---|---|---|---|---|---|
| Elvarg | |||||||
| Unprotected | 70 | ||||||
| 10 | |||||||
| 55 | |||||||
| 55 | |||||||
| 40 | |||||||
| 7 | |||||||
| 7 | |||||||
| 4 | |||||||
| 0 | |||||||
Note that every dragonfire attack from Elvarg will also drain 10% of your remaining Prayer, rounded down.
General preparations
As well as dragonfire protection, consider taking prayer potions or restore potions with you for when Elvarg drains your prayer, if you plan to use it during the battle.
Lower levelled players may find it useful to use rings of recoil to deal additional damage, as Elvarg's fast hits make it particularly useful in dealing back damage.
The rest of your inventory should be filled with food - lobsters (12 HP) should be enough for most players with a combat level of around 40 and appropriate gear, but swordfish (14 HP) or higher would be useful.
You may also consider taking a teleportation method with you, either to escape death or to leave the island after killing her.
Note: While it will allow you to set up a cannon in the area, it will not attack Elvarg.
Choosing a combat style
Before fighting Elvarg, you'll need to choose a combat style: melee, ranged or magic.
Melee
This is the preferred style, as Elvarg will not solely use her dragonfire attack but also melee attacks when standing next to her, and the latter are less powerful. You may also consider using flinching (see the tips section below for more information).
Equip good-quality armour; preferably adamant armour or better.
Like all dragons, Elvarg is weak to stab attacks; see the page about Attack types. As such, consider wielding a stab weapon: a sword or dagger instead of a scimitar. Adamant or better is recommended. For free-to-play players, a rune sword is recommended as it possesses the highest stab bonus in F2P, with its aggressive style the optimum for most players. A rune longsword, rune scimitar, battleaxe or mace are less effective but may still do decent enough damage.
Elvarg is not immune to poison, so adding weapon poison would turn the battle even more in your favour; thus a poisoned dagger would be effective.
Ranged
Elvarg is also weak against ranged attacks, but as you should be using an Anti-dragon shield, you must use a one-handed weapon such as a crossbow. This may be trickier for Free-to-play players who only have access to the weakest types and bronze bolts. For Members this is more viable, and they should use the best crossbow with the best bolts they can use (preferably poisoned).
Make sure you have Auto Retaliate on and select the Rapid firing style.
Magic
While Elvarg, like many other dragons, has somewhat strong defences against magic, she has a 30% elemental weakness to water spells. This means that water spells have their accuracy and damage increased by 30% against her. As such, mages should use the strongest water spell they have available.
Travelling to Crandor & locating Elvarg
Head back to and board your ship to meet up with Ned and Cabin boy Jenkins. Speak with Ned to depart and a cutscene will begin...
After crashing on the southern side of the island, make your way to the top of the volcano (the dungeon marker on your minimap), avoiding aggressive skeletons, moss giants, hobgoblins, and lesser demons. Enter the hole and a short cutscene plays, followed by abruptly finding yourself surrounded by skeletons (level 25). Down the corridor you'll find large skeletons (level 45), and you'll see Elvarg in the main chamber behind stalagmites and stalactites.
Note: If you are a Member, you can climb back up the rope to complete a medium task in the Karamja Diary, then climb back down.
Note: Before fighting Elvarg, there is a wall to the south you can open. Once opened, it will allow you to travel back to Crandor from the Karamja Volcano, by climbing down the rocks on the eastern side of the volcano, then heading north. If you die during the fight, you would otherwise need the materials to repair the boat again (90 steel nails, 3 planks and a hammer). Once you have unlocked this shortcut, trying to repair the ship will result in the message , and you will be unable to use it to return to Crandor. After the quest has been completed, you will be able to return to Crandor via the Karamja Volcano regardless of whether you opened it during the quest or not.
Now, go back to the main chamber, climb over the low stalagmites, and fight Elvarg (see section below for tips).
Tips for the fight & potential strategies
- Make sure that you have your dragonfire protection active before you enter the arena, as Elvarg, unlike other green dragons, can use dragonfire attacks at a distance.
- You may consider standing under Elvarg while eating, as it takes her a moment to move and hit you again.
- If you happen to teleport away during battle, she will take some time before fully healing, and may still be missing health if you can return quickly.
- Aside from teleporting, you can exit the arena whenever you'd like, however re-entering the arena will result in guaranteed dragon fire attack.
- Members who are unable to kill Elvarg in one trip may choose to escape through the shortcut to Karamja and go through the cave entrance to Mor Ul Rek to get extra food from their bank. If you return quickly, Elvarg will not have enough time to heal. Be sure to keep enough food to survive being hit by monsters on the way.
- Elvarg can be flinched using melee attacks. Flinching is a combat tactic that entails attacking an opponent while it is out of combat and going to a safespot before the monster can retaliate. This can and will still go wrong every now and then, so it is still recommended to bring food and have a decent combat level.
- To flinch her, stand in the south-eastern corner of her cave, in the game square directly next to the north-west corner of the little lava pool. You'll also need to get Elvarg to stand directly left of the skeleton on the ground to the north-west. (See the image for the place to stand.) If you pull this off, she will be unable to hit you; this is a safespot. From there, begin to attack her, and immediately click on the north-west corner (don't click on a rat) of the little lava pool to walk back to the safespot. Wait for Elvarg's health bar to disappear, and repeat the process.
Returning to Oziach
Once Elvarg is defeated and you have triumphed, you will automatically collect Elvarg's head if you have a free inventory slot (not required to complete the quest).
| A Slayer's Feat | |
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The jingle that plays upon claiming Elvarg's head.
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You will need to return to Edgeville; either teleport out, or go through the shortcut and past the deadly red spiders, to the south-east of the dungeon where the skeletons are, and climb up the hanging rope to arrive on top of the Karamja volcano.
Talk to Oziach and the player will inform him that they have slain the dragon. Impressed, Oziach will agree to sell you rune platebodies.
Congratulations, quest complete!
Rewards
- 2
Quest points
18,650 Strength experience
18,650 Defence experience
- The ability to be assigned dragons as a Slayer task (immediately after starting the quest)
- The ability to use dragonfire protection (partial completion required)
- The ability to equip a green d'hide body, rune platebody, and dragon platebody
- The ability to hire the ghost of Cabin Boy Jenkins as a crewmate with
60 Sailing.
- Access to Crandor
- Access to the Corsair Cove Resource Area
Unlocks:
- Elvarg accessible in the Nightmare Zone.
Required for completing
Completion of Dragon Slayer I is required for the following:
- Heroes' Quest
- Karamja Medium Diary (Partial completion)
- Ardougne Hard Diary
- Falador Hard Diary
- Fremennik Hard Diary
- Lumbridge Hard Diary
- Karamja Hard Diary
Completion of Dragon Slayer I is also indirectly required for the following:
- Legends' Quest
- Throne of Miscellania
- Freeing Sir Amik Varze (a Recipe for Disaster subquest)
- Royal Trouble
- Dragon Slayer II
- The Fremennik Exiles
Transcript
Changes
| Date | Changes |
|---|---|
| 14 January 2026 (Update) |
The quest's journal entry was updated to make it more intuitive. |
| 5 November 2025 (Update) |
Some dialogue regarding Crandor and sailing has been updated. |
| 11 November 2020 (Update) |
The quest was renamed from Dragon Slayer to Dragon Slayer I.[1] |
| 8 October 2015 (Update) |
In a specific piece of dialogue which is part of the Dragon Slayer quest; Ned will now be referred to as Captain Ned rather than dragonslayer_ned_ship. |
| 30 January 2014 (Update) |
The Ring of Charos (a) now functions correctly during Dragon Slayer. |
Trivia
- Although players must complete this quest in order to wear the green d'hide body, its completion is not required to equip the blue, red and black dragonhide bodies.
- Dragon Slayer I was the last quest to be released before membership was introduced to RuneScape Classic.
- When speaking to Oziach at the start of the quest, he asks you how you found out he sells the rune platebody. If you reply 'I am a master detective,' and have completed the Murder Mystery quest, your character will exclaim that they even solved the Sinclair murder mystery all by themselves.
- If you have completed the quest, when speaking to Duke Horacio during The Lost Tribe quest, Sigmund mentions to him that you are the same adventurer who defeated Elvarg. Otherwise Sigmund will reference Rune Mysteries instead.
- Attempting to take a charter ship to Crandor, only available during this quest, they will refuse and tell the player "You'd need to buy your own ship and, even then, you'd have trouble finding a captain crazy enough to go there."
- If the player leaves Crandor before defeating Elvarg, Ned in Draynor Village will answer the player's question how he got back from Crandor with "I got towed back by a passing friendly whale." When talking to Klarense again, he'll exclaim: "Wow! You sure are lucky! Seems the Lady Lumbridge just washed right up into the dock by herself!" Miraculously, the ship is not nearly as damaged as after the crash. Only the initial hole in the hull needs fixing once again, requiring the same materials as before (i.e., 3 planks, 90 steel nails, and a hammer). Ned is standing on the deck just like before, but Cabin boy Jenkins is nowhere to be seen (obviously, since he died during Elvarg's attack on the ship).
- If you sail to Crandor and then teleport out without opening the secret entrance from Karamja to Crandor, the shortcut will unlock by itself.
- Wearing an Amulet of Ghostspeak and talking with the ghosts in Melzar's Maze reveals them to be citizens of Crandor, reliving their final moments before dying.
- If the player has completed Pandemonium, your character will ask the guildmaster if you can captain your own ship. He will suggest finding someone else to be the captain since you will be dealing with a dragon.
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