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The ORB of Wind
Page
2
Use the CHIME to enter the Mirage Tower, collecting Treasure and learning that you need the CUBE to proceed further.
The ORB of Fire
Page
3
Gather loot in the Treasure room of Gurgu Volcano B2 before proceeding further.
The ORB of Earth
Page
1
Sail west to the town of Melmond, where the earth is rotting before your eyes.
The ORB of Earth
Page
3
Descend into the Earth Cave to defeat the VAMPIRE that seems to be responsible for the earth's rot.
The ORB of Earth
Page
4
Give the RUBY to the Titan to reach Sarda's Cave and obtain the ROD allowing you to reach Earth Cave B4.
The ORB of Earth
Page
5
Return to the Earth Cave and plumb its deepest depths to destroy LICH and restore light to the ORB of Earth.
The ORB of Fire
Page
1
Travel to Crescent Lake where the Circle of Sages give you the CANOE so that you can pursue the Fiend of Fire.
The ORB of Earth
Page
2
The Final Battle
Page
2
Return to the Temple of Fiends and warp to the Temple of Fiends Past to begin your final quest.
The Terra Cavern is the largest dungeon you've run into yet, and you're going to have to go through it twice. Fortunately you won't have to trek back out the second time. There are a lot of Treasures to be found here (mostly gil), and none are shared between chests. On the other hand, many of these chests are protected by powerful guardians, especially the Gnomas on the upper floors.
Of particular note here is the famous Hall of Giants on the west side of B1. Every step in this hallway will result in a battle with Hill Gigantes and Lizards, and you can get a good amount of experience and gil here, if you're so inclined. There's no good reason to actually enter the hallway, though, as every square has the same encounter, and you can simply stay on the edges so you can stop whenever you like.
It pays to collect as many chests as possible on your first trip into the Terra Cavern, because the trek to B5 is long and arduous. There are some dangerous new enemies here, such as Cockatrices, and the first rare enemy you're liable to miss in your bestiary, the Ochre Jelly. While you will rarely see a Gnoma in a Random Encounter (and even then only on the bottom floor), they are nasty enemies that you will run into guarding many chests on your way to the Vampire. Most of these encounters can be avoided, and it may be wise to do so.
The first boss of the cavern, the Vampire, hits very hard but can't withstand a focused assault. Dia and Fire Spells can take him out quickly, though it may take support magic like Steel and Haste to make your melee characters effective against him. After defeating him and visiting Sadda, you must return with the Earth Rod to progress further in the dungeon.
Gnomas no longer guard chests on floor B4. Most are guarded by Ogre Mages and Hyenadons. Take out the Ogre Mages first before they have a chance to cast Blink. Silence may not be a bad idea, and this is also a chance to make use of your Rune Blade. One chest is guarded by Sphinxes, who simply must be defeated with power and patience. They have no offensive tricks, but won't go down easily due to their very high Evasion.
The fifth floor is home to the real power of the Terra Cavern, Lich (and not much else). Lich has high Defense and Magic Defense, as well as a huge number of HP, and he casts a variety of nasty Spells. It will be a long, tough battle, but fortunately there's no need to hold back because defeating him opens a warp point to the dungeon entrance. For more on this dangerous Fiend of Earth, check out his Monster page.
Of particular note here is the famous Hall of Giants on the west side of B1. Every step in this hallway will result in a battle with Hill Gigantes and Lizards, and you can get a good amount of experience and gil here, if you're so inclined. There's no good reason to actually enter the hallway, though, as every square has the same encounter, and you can simply stay on the edges so you can stop whenever you like.
It pays to collect as many chests as possible on your first trip into the Terra Cavern, because the trek to B5 is long and arduous. There are some dangerous new enemies here, such as Cockatrices, and the first rare enemy you're liable to miss in your bestiary, the Ochre Jelly. While you will rarely see a Gnoma in a Random Encounter (and even then only on the bottom floor), they are nasty enemies that you will run into guarding many chests on your way to the Vampire. Most of these encounters can be avoided, and it may be wise to do so.
The first boss of the cavern, the Vampire, hits very hard but can't withstand a focused assault. Dia and Fire Spells can take him out quickly, though it may take support magic like Steel and Haste to make your melee characters effective against him. After defeating him and visiting Sadda, you must return with the Earth Rod to progress further in the dungeon.
Gnomas no longer guard chests on floor B4. Most are guarded by Ogre Mages and Hyenadons. Take out the Ogre Mages first before they have a chance to cast Blink. Silence may not be a bad idea, and this is also a chance to make use of your Rune Blade. One chest is guarded by Sphinxes, who simply must be defeated with power and patience. They have no offensive tricks, but won't go down easily due to their very high Evasion.
The fifth floor is home to the real power of the Terra Cavern, Lich (and not much else). Lich has high Defense and Magic Defense, as well as a huge number of HP, and he casts a variety of nasty Spells. It will be a long, tough battle, but fortunately there's no need to hold back because defeating him opens a warp point to the dungeon entrance. For more on this dangerous Fiend of Earth, check out his Monster page.