This chapter covers more ground than the first two. You'll cross continents, fight two bosses, and unlock the Mystic Key that opens every locked door you've been walking past.
Sailing to Elfheim
Board your ship at Pravoka and sail south along the coast. Dock at the port on the western continent and walk south inland to Elfheim.
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 back in the Pravoka chapter; 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 sells Level 3 and 4 spells. Haste (4,000 Gil) is the priority since it doubles a character's hits per turn. Cura (1,500 Gil) gives your healer better recovery. Fira and Thundara (1,500 Gil each) upgrade your damage spells so your mage can hit more than one enemy at a time.

The weapon and armor shops here aren't worth much if you grabbed gear in Pravoka. Save your Gil for spells unless you skipped earlier towns.
Western Keep
Head northwest from Elfheim 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.
There's a locked room here containing treasure, but it requires the Mystic Key. Exit the Western Keep and head for Marsh Cave.
Marsh Cave
Head south to the very bottom of the continent and you'll find a hole in the ground surrounded by wetlands. This is your first dungeon in the game; it's three floors deep with 18 treasure chests. Scorpions, Cobras, and Crawlers all inflict poison, so buy 10-15 Antidotes (75 Gil each) before entering. Bring Antidotes even if you have Poisona.
Inside the Marsh Cave
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. Before you grab it, clear the other treasure rooms on this floor. 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.
Enemies on B3 include Ghouls that can paralyze and Shadows weak to Fire. Use Fira to clear undead groups. Heal up before grabbing the Crown.
Piscodemons
When you take the Crown, four Piscodemons ambush you.

After the fight, exit the Marsh Cave and use a Tent outside. Head back to the Western Keep.
The King
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.

Defeat Astos and you receive the Crystal Eye. Time to trade it with Matoya.
Waking the Elf Prince
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.

Return to the Elven Castle and give the Jolt Tonic to the Prince's attendant. The Prince wakes up and rewards you with the Mystic Key.

Mystic Key Treasures
The Mystic Key opens every locked door you've passed. Cornelia Castle is required - grab the Nitro Powder to progress the story.

- Cornelia Castle - Nitro Powder (required!), Mythril Knife, Saber
- Chaos Shrine - Werebuster, Rune Blade
- Elven Castle - Mythril Hammer, Bronze Gloves
- Western Keep - Power Staff, Falchion, Steel Gloves
- Marsh Cave - Silver Armlet
Mt. Duergar
With the Nitro Powder, sail to the port south of the Chaos Shrine on Cornelia's western coast. Walk southwest on foot to find a cave entrance in a ring of mountains. This is Mt. Duergar, home of the dwarves.

Inside, explore the rooms for treasure. The large southern room (unlocked with the Mystic Key) has a Mythril Mail, Wyrmkiller, Great Helm, and more - see the Mt. Duergar chest guide for all locations. Talk to Smyth the blacksmith - he mentions he could forge something special with Adamantite. Remember that for later.
Find Nerrick in the southern tunnel near a dead end. Give him the Nitro Powder and he blows open a canal, connecting the inner sea to the outer ocean. Your ship can now sail anywhere.
Sail through the new canal and head south along the coast. Your next stop is Melmond, a town being destroyed by the rotting earth. Before you go: make sure you have Haste and Cura, stock up on Antidotes and Potions, and grab the Mystic Key treasures for free gear upgrades. Level 12-14 is a good target before tackling the Cavern of Earth.
Chests & Bestiary
Treasure Chests
This chapter covers two main dungeons. See the chest guides for full item lists and locations:
- Marsh Cave - 15+ chests across 3 floors (some require Mystic Key)
- Mt. Duergar - 10 chests (large room requires Mystic Key)