Enemy listEnemies
Chest listChests
Two bosses and the Mystic Key are ahead. By the end of this chapter, every locked door you've been walking past will be open.
Elven Castle
Before going into town, visit the Elven Castle just north of Elfheim. Inside you'll find the Elf Prince in a deep sleep. His attendant explains that the dark elf Astos cursed him, and only Matoya might know how to break the spell. You already met Matoya near the bridge north of Cornelia; she needs her Crystal Eye before she can help anyone.

The castle has locked chests you can't open yet. They require the same Mystic Key as the other locked doors you've been passing. After you've spoken to the attendant, head into Elfheim Town.
Elfheim Town
Elfheim has Level 3 and 4 spells, and they're a big jump in power. You won't afford everything on your first visit, so prioritize spells over gear. Check the graves near the church while you're here (the epitaphs have some dark humor).

Elfheim shops
- Level 3 Black Magic: Fira (1,000 Gil) is the must-buy; most Marsh Cave enemies are undead and melt to it. Thundara (1,000 Gil) is a solid second. Skip Hold and Focara.
- Level 4 Black Magic: Haste (2,500 Gil) is the single most important spell in the game. It doubles your number of hits per attack, not just speed. Blizzara (2,500 Gil) gives decent AoE ice damage. Skip Sleepra and Confuse.
- Level 3 White Magic: Cura (1,000 Gil) replaces Cure. NulBlaze (1,000 Gil) cuts fire damage in half and is essential for fire bosses later. Skip Diara if you have Fira.
- Level 4 White Magic: NulFrost (2,500 Gil) is the ice version of NulBlaze; grab it when you can. Esuna (2,500 Gil) cures status effects but Antidotes are cheaper for poison. Fear and Vox are useless.
- Armor/Weapons: Skip the Iron Armor and Copper Armlet. You'll find both in Marsh Cave for free.
Western Keep
Northwest of Elfheim, a ruined castle sits in the mountains. A king inside claims to need your help, but things aren't what they seem.
From Elfheim, walk northwest through the forests and mountains. You'll find a ruined castle called Western Keep. Inside is a room where a king sits on his throne. He'll ask you to retrieve his Crown from the Marsh Cave, south of the continent.
A locked room holds a Power Staff, Falchion, and Steel Gloves, but the Mystic Key is needed to get in. Note it for later and head south to the Marsh Cave.
Marsh Cave
The Crown the king wants is buried three floors deep in the Marsh Cave at the southern tip of the continent. Stock up on Antidotes before heading in.
Walk south to the very bottom of the continent and you'll find a hole in the ground surrounded by wetlands. Three floors deep with 18 treasure chests; this is the first real dungeon. Level 10-12 is comfortable for the full clear. Scorpions, Cobras, and Crawlers all inflict poison, so buy 10-15 Antidotes (75 Gil each) before entering. Bring Antidotes even if you have Poisona.
Marsh Cave Directions
Enter and go north first. Take the stairs down to B2 North and grab the treasure from the side rooms: some Gil, a Dagger, and a Potion. Return to B1 and take the southern stairs to B2 South. More treasure rooms here, then stairs in the southeast corner lead to B3.
B3 has the Crown. The chest is in a room second from the left, surrounded by rocks. But clear the other treasure rooms on this floor before you grab it. Several chests are locked and you'll return for those later with the Mystic Key. See the full Marsh Cave chest guide for all locations.
Most enemies in the cave are undead: Bloodbones, Ghasts, Shadows, and the Ghouls from the Chaos Shrine all take heavy damage from Fira and Dia. One Fira usually clears a full group. Green Slimes also burn to Fire (and Blizzard); Gray Ooze is the exception, weak to Thunder instead. Ghouls can still paralyze, and Crawlers are rare enough on these floors that they're easily missed for the bestiary. Heal up before grabbing the Crown.
Piscodemons
When you take the Crown, four Piscodemons ambush you.

Four Piscodemons with 84 HP each, no elemental weakness, and purely physical attacks. Cast Haste and Temper on your Warrior, focus one Piscodemon at a time, and keep your healer on Cura. Invis on your squishier party members helps if their hits are landing hard.
After the fight, exit the Marsh Cave and use a Tent outside. Head back to the Western Keep.
The King
With the Crown in hand, head back to Western Keep. The king is eager to see it, and the reason becomes clear the moment you hand it over.
Return to Western Keep with the Crown. When you give it to the king, he reveals his true form: Astos, King of the Dark Elves.

Astos has 420 HP, high magic defense, and can cast the instant-death spell Death. Offensive magic barely scratches him. Stack Haste and Temper on your Warrior for damage, and keep your healer casting Cura every turn. If Death lands on your healer, use a Phoenix Down immediately.
Defeat Astos and you receive the Crystal Eye. Time to trade it with Matoya.
Waking the Elf Prince
Astos drops the Crystal Eye. Sail north to Matoya's Cave and trade it for the Jolt Tonic, then bring it back to the Elven Castle.
Sail back north to Matoya's Cave (near the bridge north of Cornelia). Give her the Crystal Eye and she hands over the Jolt Tonic.

Back at the Elven Castle, give the Jolt Tonic to the Prince's attendant. The Prince wakes up and rewards you with the Mystic Key.
Inside the Elven Castle, speak to the attendant beside the Prince's bed. He administers the Jolt Tonic and the Prince finally wakes up, handing you the Mystic Key as thanks.

Mystic Key Treasures
Every locked door you've passed is now open. Since you're already in the Elven Castle, walk towards the entrance and turn right, then head up hugging the wall. You'll find a room with 4 chests: Mythril Hammer (put it on your White Mage), 800 Gil, 700 Gil, and Bronze Gloves.
Marsh Cave. You'll have to venture back into Marsh Cave for this one. The rooms are on the south side of B3 where you picked up the Crown. Start from the left going right and skip the third room (it's empty). You'll find a Silver Armlet, an Antidote, and 1,020 Gil. Each chest triggers a fight with 4 Piscodemons. Put the Silver Armlet on your Black Mage.
Western Keep. Return to Western Keep where you fought Astos. Walk between the pillars and take your first left, then head south until you reach a room. Three chests here: Power Staff, Falchion, and Steel Gloves. See the Western Keep chest guide for exact positions. All of them are guarded by Wraiths and Mummies; Fira handles both. Put the Power Staff on your Black Mage, Falchion on your Thief, and Steel Gloves on your Warrior.
Cornelia Castle. Take a right as soon as you enter and follow the gray path all the way to the top. Turn left at the end until you see the blue path opening, then take a right and follow it through until you see two rooms. Six treasures in total: Saber, Mythril Knife, Cottage, Iron Armor, Tent, and the Nitro Powder. No monsters this time. The Nitro Powder is required to continue the story.

Chaos Shrine. Head north to the Chaos Shrine. This time you can access the rooms in the northeast and southeast corners. Pick up a Rune Blade (extra damage vs casters; good on your Thief), a Werebuster (extra damage vs were enemies; put it on your Warrior), and a Gold Needle.
Mt. Duergar
With the Nitro Powder in hand, walk back to your ship and sail northeast. Follow the coastline until you come across a port. Dock here and walk southwest on foot to find a cave entrance in a ring of mountains. This is Mt. Duergar, home of the dwarves.
As soon as you enter, visit the room to the north to grab 450 Gil and 575 Gil. Exit and walk to the far left side, then head south. You'll hit an intersection; take either path until you reach a room full of treasure chests.

Once you've looted everything, step outside the room and take a right. Talk to Smyth the blacksmith in the north room first (red hat); he mentions needing Adamantite to forge a legendary weapon. Remember that for later. Then talk to Nerrick, the dwarf with the green hat. Give him the Nitro Powder and he'll blow open a canal connecting the inner sea to the outer ocean. Your ship can now sail anywhere.
Exit Mt. Duergar and head back to your boat. Stock up on Gold Needles before sailing through the canal toward Melmond; enemies in the next area can petrify, and getting caught without a cure is a party wipe.