Related
The CROWN and the Mystic KEY
Page
6
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
Page
1
Sail west to the town of Melmond, where the earth is rotting before your eyes.
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 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
Sprite
Shops
Armor, L5 Bl.Magic, L5 Wh.Magic, Weapons
Melmond has neither an Item Shop nor a clinic, so as home bases go it's a bit lacking. If you need more Items (or a character raised), sail back to Coneria or ElfLand. Most of the Weapons and Armor sold here have been seen before, whether in Shops or in chests, but the new stuff is quite good. And the Spell selection is one of the best in the game.
Shops
Armor, L5 Bl.Magic, L5 Wh.Magic, Weapons
Inn Price
100 gil
Shops
Armor, L5 Bl.Magic, L5 Wh.Magic, Weapons
Melmond has neither an Item Shop nor a sanctuary, so as home bases go it's a bit lacking. If you need more Items (or a character raised), sail back to Cornelia or Elfheim. Most of the Weapons and Armor sold here have been seen before, whether in Shops or in chests, but the new stuff is quite good. And the Spell selection is one of the best in the game.
The only new Weapons in Melmond are the Falchion and Long Sword. The Falchion is mediocre weapon that can be found in the locked Treasure vault in the Western Keep. The Long Sword does more damage than the Wyrmkiller but is less accurate, so it's your choice whether to buy them for your Warrior and Red Mage. Of course if you bought Mythril Swords in Elfheim, you can ignore the Long Sword altogether.
Most of the Warrior Armor upgrades you found in locked chests are available for sale here, but newly available is the ridiculously expensive Knight's Armor. It's the best Armor you can buy, and worth the cost, but there's no need to save up and buy it right away. The most immediately useful piece for sale here is the Silver Armlet, which is a significant upgrade for your mages and other lightly-armored characters. You can find one locked away in the Marsh Cave, but you'll probably need more than one.
Level 5 magic is fantastic all around. On the black magic side, the first Spell to look at is Fire3, your first third-tier damage Spell. It will be quite useful against the bosses and some enemies in the Terra Cavern, so pick it up once you can cast it (level 12 for Black Mages, level 15 for Red Mages). Poison is your first KO Spell, and it's a pretty good one. Slow2 is a single-target, non-elemental Slow Spell that can make your life much easier against certain enemies (including a few bosses). And Warp1 helps you escape a dungeon quickly, though you can't learn it until you've upgraded your Classes later in the game. At that point you might be better off sticking with the level 6 white magic Spell Warp2.
The level 5 white magic is just as good as the black magic. You once again have new versions of the Cure, Dia, and Heal Spell lines, but the new Spell for this level is Life1. This Spell is absolutely vital, and should be purchased as soon as you can cast it (level 12 for White Mages). Unfortunately, Red Mages need to be upgraded to Red Wizards before they can cast Life1 at all. Dia3 is a powerful Spell because the Terra Cavern and surrounding areas are filled with Undead, and the Fiend of Earth himself is Undead. Once again you're faced with the choice of Cure vs. Heal, and either choice is a good one.
The only new Weapons in Melmond are the Falchion and Long Sword. The Falchion is mediocre weapon that can be found in the locked Treasure vault in the Western Keep. The Long Sword does more damage than the Wyrmkiller but is less accurate, so it's your choice whether to buy them for your Warrior and Red Mage. Of course if you bought Mythril Swords in Elfheim, you can ignore the Long Sword altogether.
Most of the Warrior Armor upgrades you found in locked chests are available for sale here, but newly available is the ridiculously expensive Knight's Armor. It's the best Armor you can buy, and worth the cost, but there's no need to save up and buy it right away. The most immediately useful piece for sale here is the Silver Armlet, which is a significant upgrade for your mages and other lightly-armored characters. You can find one locked away in the Marsh Cave, but you'll probably need more than one.
Level 5 magic is fantastic all around. On the black magic side, the first Spell to look at is Fire3, your first third-tier damage Spell. It will be quite useful against the bosses and some enemies in the Terra Cavern, so pick it up once you can cast it (level 12 for Black Mages, level 15 for Red Mages). Poison is your first KO Spell, and it's a pretty good one. Slow2 is a single-target, non-elemental Slow Spell that can make your life much easier against certain enemies (including a few bosses). And Warp1 helps you escape a dungeon quickly, though you can't learn it until you've upgraded your Classes later in the game. At that point you might be better off sticking with the level 6 white magic Spell Warp2.
The level 5 white magic is just as good as the black magic. You once again have new versions of the Cure, Dia, and Heal Spell lines, but the new Spell for this level is Life1. This Spell is absolutely vital, and should be purchased as soon as you can cast it (level 12 for White Mages). Unfortunately, Red Mages need to be upgraded to Red Wizards before they can cast Life1 at all. Dia3 is a powerful Spell because the Terra Cavern and surrounding areas are filled with Undead, and the Fiend of Earth himself is Undead. Once again you're faced with the choice of Cure vs. Heal, and either choice is a good one.