Related
There's not much to do at the Castle of Elf when you first arrive, other than gather information. The final leg of the CROWN-CRYSTAL-HERB-KEY fetch quest takes place here, and so this will probably be the first place you use the mystic KEY. You can find the Treasure room by walking around the south and east walls of the castle.
The AIRSHIP
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2
Search for clues as to the location of the AIRSHIP, and raise it from its hiding place with the FLOATER!
Princess Sara
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1
Find information in Castle Coneria and equip your characters in Coneria in preparation for your first quest.
The SHIP
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1
The CROWN and the Mystic KEY
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2
Travel to the Dwarf Cave and the Northwest Castle to determine your next course of action.
The CROWN and the Mystic KEY
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Delve into the Marsh Cave in search of the CROWN.
The CROWN and the Mystic KEY
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4
The CROWN and the Mystic KEY
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With the mystic KEY in hand, unlock the various Treasure rooms you've seen. Bring the TNT you find to the Dwarf Cave to open a canal to the outer world.
The ORB of Earth
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1
Sail west to the town of Melmond, where the earth is rotting before your eyes.
The ORB of Fire
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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 Fire
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2
Use the CANOE to reach Gurgu Volcano.
The SHIP
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3
The SHIP gives you access to several new areas, but presents its own dangers.
Sprite
Shops
Armor, Items, L3 Bl.Magic, L3 Wh.Magic, L4 Bl.Magic, L4 Wh.Magic, Weapons
You'll probably reach ElfLand before you can even afford all the new stuff in Pravoka, and that was nothing compared to what's available here. ElfLand will be your base of operations for some time, and it features both level 3 and the super-expensive level 4 Spells. You will find yourself buying a lot of PURE Potions here due to the enemies that appear nearby.
Shops
Armor, Items, L3 Bl.Magic, L3 Wh.Magic, L4 Bl.Magic, L4 Wh.Magic, Weapons
Inn Price
100 gil
Sanctuary Price
200 gil
Shops
Armor, Items, L3 Bl.Magic, L3 Wh.Magic, L4 Bl.Magic, L4 Wh.Magic, Weapons
You'll probably reach Elfheim before you can even afford all the new stuff in Pravoca, and that was nothing compared to what's available here. Elfheim will be your base of operations for some time, and it features both level 3 and the super-expensive level 4 Spells. It also marks the first appearance of Cottages and Gold Needles, not to mention the Shop selling the most game-breakingly awesome upgrade you'll see, the Mythril Sword. Let's take things one at a time, shall we?
Aside from the Mythril Sword, the Weapons available in Elfheim are solid but unspectacular. Your Warrior and Red Mage have better Weapons available in Pravoca, but everyone else (except the White Mage) has an affordable upgrade here. The Mythril Sword is a tremendous upgrade over the Broadsword, and will in fact make the next town and several dungeons' worth of Weapons completely obsolete. I strongly suggest you pretend it's not even here—it will make the game more interesting. But if you want to cut through everything with as little effort as possible, the Mythril Sword is your ticket.
The Armor in Elfheim includes a number of nice upgrades for your Warrior, as well as the first appearance of an armlet. The Copper Armlet is probably not worth spending money on, as you will find a copper and a Silver Armlet by the time the Mystic Key fetch quest is done.
Magic is where things get interesting. The level 3 Spells are expensive at 1,500 gil, and 4,000 gil for level 4 Spells is basically criminal at this point in the game. Luckily for you, all the level 4 white magic is either terrible or unnecessary at this point. On the other hand, Haste is well worth the money (possibly a better investment than the Mythril Sword), and Ice2 is no slouch either. The rest of the level 4 magic can wait until you have more money than you know what to do with. Fortunately you probably don't need to worry about these Spells for a while, since Black and White Mages cannot use them until level 8, and Red Mages until level 10.
Level 3 magic is a trickier proposition. White and Black Mages get a level 3 Spell slot once they reach level 5, and Red Mages a level after that. Your Black Mage's first all-target attack Spells, Fire2 and Bolt2, are available here, and you should get at least Fire2 as soon as possible. All of the white magic is good, but you may actually want to get Dia2 first due to the nasty Undead that appear in and around the Marsh Cave, where you will soon be headed.
As for Items, ignore the new ones and stock up on Potions and Antidotes. Sleeping Bags are more cost-efficient than Tents for saving, and Elfheim is close enough to your next few destinations that it's not worth using a Cottage in the field. (They don't sell them here, but Cornelia is but a short sail away.) Keep in mind that there's no Item Shop in Melmond, however, so you should stock up here before venturing out through the channel once it is opened.
Aside from the Mythril Sword, the Weapons available in Elfheim are solid but unspectacular. Your Warrior and Red Mage have better Weapons available in Pravoca, but everyone else (except the White Mage) has an affordable upgrade here. The Mythril Sword is a tremendous upgrade over the Broadsword, and will in fact make the next town and several dungeons' worth of Weapons completely obsolete. I strongly suggest you pretend it's not even here—it will make the game more interesting. But if you want to cut through everything with as little effort as possible, the Mythril Sword is your ticket.
The Armor in Elfheim includes a number of nice upgrades for your Warrior, as well as the first appearance of an armlet. The Copper Armlet is probably not worth spending money on, as you will find a copper and a Silver Armlet by the time the Mystic Key fetch quest is done.
Magic is where things get interesting. The level 3 Spells are expensive at 1,500 gil, and 4,000 gil for level 4 Spells is basically criminal at this point in the game. Luckily for you, all the level 4 white magic is either terrible or unnecessary at this point. On the other hand, Haste is well worth the money (possibly a better investment than the Mythril Sword), and Ice2 is no slouch either. The rest of the level 4 magic can wait until you have more money than you know what to do with. Fortunately you probably don't need to worry about these Spells for a while, since Black and White Mages cannot use them until level 8, and Red Mages until level 10.
Level 3 magic is a trickier proposition. White and Black Mages get a level 3 Spell slot once they reach level 5, and Red Mages a level after that. Your Black Mage's first all-target attack Spells, Fire2 and Bolt2, are available here, and you should get at least Fire2 as soon as possible. All of the white magic is good, but you may actually want to get Dia2 first due to the nasty Undead that appear in and around the Marsh Cave, where you will soon be headed.
As for Items, ignore the new ones and stock up on Potions and Antidotes. Sleeping Bags are more cost-efficient than Tents for saving, and Elfheim is close enough to your next few destinations that it's not worth using a Cottage in the field. (They don't sell them here, but Cornelia is but a short sail away.) Keep in mind that there's no Item Shop in Melmond, however, so you should stock up here before venturing out through the channel once it is opened.