This a forum is for the help if people need help on the origanal Final Fantasy or the 20th anniversary PSP edition and I will be slowly working on the guild for the game but for now I will take questions!

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| | I N A L | | A N T A S Y
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Section I: Walkthrough – Partly Done
Section II: Item List – Coming Soon
Section III: Magic List – Coming Soon
Section IV: Armor List – Coming Soon
Section V: Weapon List – Coming Soon
Section VI: Monster List – Coming Soon

*---------------------------------------------------------------------*


Section I: Walkthrough

1. Coneria (Town and Castle)

Key Items: Lute, TNT*

Items (Castle): Iron Staff*, Sabre*, Silver Knife*, Iron Shield*, Iron
Armor*
*: These items require the Key to pick up.

Monsters: (Outside up to the Temple of Fiends)

Imp, GrImp, Wolf, MadPony, Bone, Creep, Spider

After you have selected your party, you will begin outside the town of
Coneria. While it looks rather large, its not that big. Each of the six
small building like places actually lead into the same town, so it
doesn't matter which one you enter. If you choose to enter the castle
you won't find any items though but you will gain some information. It
seems that the Princess has been kidnapped by someone named Garland who
was supposed to be a good knight until recently. You'll also learn that
the King is looking for someone known as the Light Warriors and the
guards wonder if you are them. If you talk to the King, he'll ask you
to save the Princess, who is rumored to be locked away in a temple to
the Northwest. This is some interesting news, so it would be best to
enter the town and buy some equipment before heading out to explore
this lead.

Coneria Town:

Items: None

Weapon Shop
[Wooden Staff 5 GP]
[Small Dagger 5 GP]
[Wooden Nunchuck 10 GP]
[Rapier 10 GP]
[Iron Hammer 10 GP]

Armor Shop
[Cloth 10 GP]
[Wooden Armor 50 GP]
[Chain Armor 80 GP]

Item Shop
[Heal Potion 60 GP]
[Pure Potion 75 GP]
[Tent 75 GP]

Clinic: 50 GP

Inn: 30 GP

White Magic Shop: (Level 1)
[Cure 100 GP]
[Harm 100 GP]
[Fog 100 GP]
[Ruse 100 GP]

Black Magic Shop: (Level 1)
[Fire 100 GP]
[Slep 100 GP]
[Lock 100 GP]
[Lit 100 GP]

The first thing to do upon entering the town is to gather some more
information. It seems that the people in town have also heard about
the Princess and ask for your help to rescue her. It seems that a
sage known as Lukhan used to live in Coneria and has now moved to
a different town named Cresent Lake. It seems that he had a prophecy
in which four warriors called the "Light Warriors" will appear to save
the world. While it is not known who exactly the "Light Warriors" are
several people appear to believe that they are your party. After
talking to everyone head to the weapon and armor shops to purchase some
equipment. (Unlike the other Final Fantasy games, you start this one
out with nothing.) Since its the closest shop I will start out with the
Weapon Shop. First you should buy a Small Dagger for your Black Mage(s)
and an Iron Hammer for your White Mage(s). If you have a Monk in
your party, buy him a Wooden Nunchuck if you want, or you can pass it
up if you wish. For your remaining party, (Fighter, Thief, Red Mage)
buy as many Rapiers you need to outfit the rest of the group with
weapons. Next head over to the Armor Shop which is just next door to
the left. The first thing to buy is a Cloth for your Black and White
Mage(s). If you have a Monk or Thief, buy them the Wooden Armor.
For Fighters and Red Mages buy the Chain Armor which is about the best
around for the time being. Seeing as how each party is different you
will have a varying amound of gold left after your purchases. With my
party (Fighter, Black Mage, Monk, and Red Mage) I had 185 GP left. Next its time to visit the Magic Shop. I tend to go on the offensive nature
right away, so I usually buy Cure and Harm to begin with, and if I have
any gold left over, I head to the Black Magic store and buy Fire and
Lit. The remaining White Magic choices Ruse and Fog is really up to you
on what to buy, but I prefer Fog. It raises the defense of the target,
while Ruse is caster only and it rasies your Evade %, which almost
seems to be pointless at the beginning of the game, as the enemies hit
a lot regardless of what that number is. On the other side of the coin,
for Black Magic, you have Slep or Lock as a final spell. I would have
to say Slep here, as Lock just makes it easier to hit and it also has
a chance to fail and it only works on one target, where as Slep can
fail but it also renders the target unable to do anything. Again its
your choice as what to buy. This is usually what I buy spell wise, and
given I'm the type to go into a battle swinging away:

White Mage: Cure, Harm, Fog
Black Mage: Fire, Lit, Slep
Red Mage: Fire, Lit, Cure

If you run short of gold, head out and hang around Coneria and slay
some Imps of Wolves, but try not to head out towards the Temple to
the Northwest yet, as some tougher (maybe too unfair) monsters reside
up there and can turn a weak party into nothing rather quickly. Once
you reach level 2 or 3 if you are really broke, head towards the
Temple.

2. Temple of Fiends

Items: Cap, Cabin, Heal Potion, Rune Sword*, Were Sword*, Soft Potion*
*: You need the Key to obtain these three items.

Monsters:
Ghoul, Imp, GrImp, GrWolf, Bone, Spider, Zombie, Creep

Boss: Garland

This is a rather large building, but what you can actually do is
limited. First head off to the west to get the Cap from the lone
treasure box and equip it on one of your mages. Then head north
and get the Cabin and Heal Potion from the treasure boxes there. You
may want to hunt around for a while till you reach level 3 if you
haven't already, or if you just want to earn some extra gold. This
is a good place to put your Harm spell to work, as a few of the
monsters (Bone, Ghoul, Zombie) are undead and this attack spell
will hit them all. If you run into a Creep, prepare for perhaps
the toughest monster which roams around in the Temple, except maybe
to a GrWolf as both are very tough to deal with. When you are ready,
make your way directly north from the beginning (exit depending on
which way you are going) of the Temple, and talk to Garland. He'll
throw some taunts at you and you'll have to fight him.

***********************************************************************

Garland

HP: 106
Weakness: None

Garland isn't very hard to beat. His attacks tend to be more dangerous
towards your mages, but against everyone else they are not likely to be
fatal unless they are already weakened or he manages to get a critical
hit (yes even low monsters can achieve critical hits). I tend to have
my Fighters, Thieves, and Black Belts attack. I have the Red and Black
Mages cast Fire or Lit on him, your choice and both do about the same
amount of damage. I have my White Mage cure any weakened party members,
or attack. After about 2 to 4 rounds or so he'll go down and you'll get
a nice chunk of Exp and Gold from him.
***********************************************************************

After defeating Garland, if you want to wander around and slay some
more monsters you can do so, or if Garland busted you up bad, talk to
the Princess and she'll thank you for saving her and you'll be
telported back to Coneria Castle. If you talk to the King he'll thank
you for saving the Princess, and tells you that he has ordered a bridge
to be built to aide you in your quest. If you talk to the Princess, she
also thanks you for saving her, and gives you the Lute, which she says
has been passed down from Queen to Princess for 2000 years and it may
come in handy. Having completed your current task, you should head back
to town to visit the Inn and save your game after your fight with
Garland. Upon talking to the townspeople now, most of them thank you
for saving the Princess, but two offer you some new leads. One of them
tells you about Motoya a witch who lives to the north who needs
something called a Crystal (I'm sure everyone knows what a crystal is
but the game is unclear as to whether its a normal crystal or a crystal
eye or what not) to see, and another tells you about Pravoka, a port
city to the east of Coneria. Now that we have some leads, lets go
across that new bridge which the King had built.

3. Motoya's Cave and Pravoka

Monsters: (North Across the bridge to Motoya's Cave and to Pravoka)
GrImp, Ogre, Creep, Wolf, GrWolf, Imp, Iguana, MadPony

You can do this part of the game either way, or you may skip Motoya's
Cave altogether (at this time anyway). Motoya's Cave lies directly
north from the bridge which lead here. There are a couple of nasty
monster groups which reside together, and these include the Ogre and
Creep combo which can range from an Ogre to a single Creep to an Ogre
and three Creeps, or two Ogres together. While these offer great exp
and gold, they can also be dangerous as well. After passing a forest
and two small rivers you'll come to Motoya's Cave.

3a. Motoya's Cave

Monsters: None

Key Item: Crystal*
*: You can't obtain the Crystal until much later in the game, but I
figured I'd mention it since you were here.

Items: Heal Potion x2, Pure Potion

There isn't a lot of news to be found inside this cave. A few brooms
are walking around and if you talk to them, they appear to be talking
jibberish. In fact if you take what it says, "TCELES B HSUP" it is
actually means "PUSH B SELECT". By doing so on the world map, it opens
up a map of the entire world, showing your current location and all the
towns and other places you can enter are shown by flashing dots.
**Interesting tidbits: Even though its pretty easy to see what the
broom is telling you, I forget the town now, but there is actually
a person that tells you that the brooms always talk backwards which
seems rather silly cause here you are talking to one right near the
start of the game still.** If you talk to Motoya it seems that she is
freaking out because someone stole her Crystal and she can't see
without it.

3. Motoya's Cave and Pravoka (continued):

Monsters: GrImp, Ogre, Creep, Wolf, GrWolf, Imp, Iguana, MadPony

With visiting Motoya's Cave done it seems that the lead given to you
back in Coneria has gone cold. Its now time to follow up your other
lead about Pravoka. First you should head back to Coneria and rest at
the Inn and save your game. Once you have done this, head back across
the bridge again. Instead of heading north towards Motoya's Cave, head
to the east. You'll pass through a small swamp and across different
types of terrain, and eventually you'll come to a place where you can
either go north or south. Keep going east as far as you can, then head
south, and you should see the town of Pravoka.

3b. Pravoka

Monsters: (Inside Pravoka)
Pirate x9
(Outside to the south and east)
Giest, GrImp, WrWolf, Ogre, GrOgre, Wolf, GrWolf, Scorpion, Iguana

Key Item: Ship

Items: None

Weapon Shop:
[Iron Hammer 10 GP]
[Short Sword 550 GP]
[Hand Axe 550 GP]
[Scimitar 200 GP]

Armor Shop:
[Wooden Armor 50 GP]
[Chain Armor 80 GP]
[Iron Armor 800 GP]
[Wooden Shield 15 GP]
[Gloves 60 GP]

Item Shop:
[Heal Potion 60 GP]
[Pure Potion 75 GP]
[Tent 75 GP]
[Cabin 250 GP]

Clinic: 80 GP

Inn: 50 GP

White Magic Shop: (Level 2)
[Lamp 400 GP]
[Mute 400 GP]
[Alit 400 GP]
[Invs 400 GP]

Black Magic Shop: (level 2)
[Ice 400 GP]
[Dark 400 GP]
[Tmpr 400 GP]
[Slow 400 GP]

Upon entering Pravoka, the first thing you should do is head to the
Clinic to revive any defeated party members if needed, otherwise head
to the Inn to restore your HP and Magic and to save your game.
Something must be wrong in the town, if only two people can be seen
moving around, and one of them tells you that the town has been overrun
by pirates. It seems we have our next task at hand to deal with, but
first visit the shops to upgrade equipment and buy some new spells.
First you should stop at the weapon store. Nothing new here for the
Black Belt, or the Black and White Mages. For the Fighters or Red Mage,
buy the Short Sword for them. For the Thief, buy the Scimitar. Next
head to the Armor Shop on the other side of the town. Once there buy
the Gloves for the all the Mages, and the Iron Armor for the Fighters,
along with the Wooden Shields. Equip all your new gear and sell off the
old stuff. Next head to the Magic Shops and get some new spells. If you
need some more gold, head outside and kill off some monsters as these
level 2 spells are four times the price of the level 1 spells. This is
how I tend to buy spells for my three magic using classes when I have
them with me:

White Mage: Alit, Mute, Invs
Black Mage: Ice, Slow, Tmpr
Red Mage: Ice, Invs, Slow

Now if you are ready head over to the west side of town and talk to
Bikke, the pirate captain. He obviously doesn't like to be talked to
and orders the pirates to attack you.

***********************************************************************

Boss: Pirates

HP: 6
Weakness: None

Even though this fight starts out 9 on 4 its not too terribly hard to
win. You do need to watch out for your Mages though, because if the
pirates start teaming up on one member, especially a mage, they can
knock off a lot of HP in a short amount of time. To avoid this, just
cast Slow on them from your Red or Black Mage, and it should reduce
the damage they cause. With only 6 HP each, just have all members
target a different pirate, and attack away till they go down.
***********************************************************************

Once he is defeated, Bikke says that he's sorry and he hands over his
ship for you to use. He also says that he won't cause any more
problems (**SPOILER** I guess he keeps his word as we don't hear or
see anything else from him during the course of the game). Once you
head outside you will see your newly won ship at the dock. Take note
of how it looks as you can only get off your ship at docks which look
like where it is parked now. The game now opens up for you a little
more, but for now as things get expensive in the upcoming areas, you
may want to try to level and earn some gold in the surrounding area. If
you want to hunt in the sea, make sure your Mages (Red and Black) have
a full supply of Lit magic, since all water monters are weak to it. If
you run across some blue pirate looking monsters (Kyzoku) you should
try to kill them since they are worth 120 GP per kill. Other monsters
good for gold are Ogres which are worth nearly 200 per kill, or the
Geists, which are worth about 115 or so. There is now a great chance
for you to advance several levels ahead of where you currently are, but
I would recommend against it at this time, but I will list it anyway.
From Provoka, head a little towards the south and then east until you
see a port to the north. From there head north past the port and you'll
pass through a forest and there should be a small pennisula at the end
of the land. The top two squares on the pennisula and one more
underneath it have some EXTREMELY tough monsters here, but if you
manage to defeat them, you can net several hundred exp and several
thousand gold per kill. If you wish to attempt this, you should view
the next area in the walkthrough and head to Elfland and upgrade your
equipment and magics then come back and try this, and you can put
yourself way ahead in the game, at least level wise. Anyway back in
Provoka, if you now talk to the townspeople who have come out of hiding
you hear some interesting new things happening around the world. It
seems that this man escaped from a town called Melmond to the west and
that there is trouble there, but he doesn't say what. It also seems
that the Price of the Elves has been put to sleep, and only Motoya's
Herb can wake him. This brings up another problem which needs to be
solved, Motoya can't see without her Crystal and she won't give you
a Herb till you bring her the Crystal. Perhaps the sleeping prince
and the missing Crystal are connected. Now you must sail south
towards the kingdom of Elfland. To get there just sail west from
the port of Provoka, then sail south all the way and then west along
the shoreline and you'll reach the town.

4. Elfland (Castle and Town)

Monsters: (Outside to the Marsh Cave and Astos' Castle)
Ogre, Creep, Wolf, GrWolf, Asp, Geist, GrImp, WrWolf, Arachnid, GrOgre
(Found in the Sea)
Eye, Shark, Kyzoku, Sahag, R.Sahag

Key Item: Key*
*: You need to first get the Crown, Crystal, and Herb before you'll get
the Key.

Items: (Castle) Silver Hammer*, 730 GP*, Copper Gauntlet*
*: These items require the Key to obtain.

Weapon Shop:
[Iron Nunchuck 200 GP]
[Large Dagger 175 GP]
[Iron Staff 200 GP]
[Sabre 450 GP]
[Silver Sword 4000 GP]

Armor Shop:
[Iron Armor 800 GP]
[Copper Bracelet 1000 GP]
[Iron Shield 100 GP]
[Cap 80 GP]
[Wooden Helmet 100 GP]

Item Shop:
[Heal Potion 60 GP]
[Pure Potion 75 GP]
[Cabin 250 GP]
[House 3000 GP]
[Soft Potion 800 GP]

Clinic: 200 GP

Inn: 100 GP

White Magic Shop: (level 3)
[Cur2 1500 GP]
[Hrm2 1500 GP]
[Afir 1500 GP]
[Heal 1500 GP]

Black Magic Shop: (level 3)
[Fir2 1500 GP]
[Hold 1500 GP]
[Lit2 1500 GP]
[Lok2 1500 GP]

White Magic Shop: (level 4)
[Pure 4000 GP]
[Fear 4000 GP]
[Aice 4000 GP]
[Amut 4000 GP]

Black Magic Shop: (level 4)
[Slp2 4000 GP]
[Fast 4000 GP]
[Conf 4000 GP]
[Ice2 4000 GP]

Upon arriving at Elfland, go to the castle first as there is less to do
there but offers information as to what your next move should be. It
seems that five years ago, someone named Astos attacked the castle and
put the prince under a curse which forces him to sleep, and he has been
like that ever since. It seems that Motoya can wake him up with her
Herbs but first you must find her Crystal. Everyone else just begs you
to help the Prince, and you find out that the door to the treasury is
locked by the Mystic Key, a lot of good that does us right now. Since
there is little else to do now, head into the town section. The talk of
the town is more or less the same as in the castle, yet one of the
elves tells you about a spooky castle he found up to the northwest.
Even though you really don't have to head up that way until after you
find the Crown from the Marsh Cave, the gear and spells in Elfland is
very expensive, so it might be worth a walk there to get some gold and
earn some exp. Now its time to hit up the shops if you can afford
anything at all. First stop is the Weapon Shop. First you'll want to
buy the Large Dagger for your Black Mage. There is nothing of any value
here for the White Mage. You can buy the Iron Nunchuck for the Black
Belt if you would like. Make sure to save your game just incase they
lower his attack power so you can just reset the game and avoid buying
them again. For the Thief buy a Sabre since he cannot use the awesome
Silver Sword. For Fighters and Red Mages buy the Silver Sword. Next
go to the Armor Shop to the west of the Weapon Shop. If you didn't buy
the Iron Armor in Provoka for your Fighters do so now, since 800 GP for
a very defensive piece of armor is a very good deal, and you'll be
using that armor for a long time. For your mages, buy the Caps and if
you have the extra gold, buy two Copper Bracelets (far more defensive
than the Cloth, but much more expensive at the same time). For the
Fighters make sure you buy two Iron Shields, and two Wooden Helmets.
Exit the shop, equip your new items and then sell off the old ones. The
next place to visit should be the level 3 magic shops for now. You will
find some of the stronger 2 spells and more importantly, the attack
spells will now hit all foes at once. This is what I tend to buy with
my Mages:

White Mage: Cur2, Hrm2, Afir
Black Mage: Fir2, Lit2, Hold
Red Mage: Fir2, Lit2, Cur2

If your characters can use level 4 spells and if you have the gold to
buy them (well you should even if it has to wait to a later time) this
is how I tend to go.

White Mage: Pure, Aice, Fear
Black Mage: Ice2, Fast, Conf
Red Mage: Ice2, Fast, plus one of the remaining ones available.

Now that you are probably well beyond the stage of broke, you should
now see about trying out that trick I mentioned above about the rapid
level and gold gain. You should have the tools to do the job, just make
sure you bring a tent or cabin or other saving item with you, so you
can save your game before returning back to Provoka to heal up again,
so you don't loose all you've earned. When you feel confident, stock up
on Heal and Pure potions, and bring a Tent or Cabin with you, and head
off towards the Marsh Cave, far to the southwest. If you need to, use
the Push B Select trick to view your map, its the dot in the middle of
a large marsh, at the southern tip of the continent.

5. Marsh Cave

Enemies: Shadow, Bone, Gargoyle, Zombie, Ghoul, R.Bone, Crawl, WrWolf,
Scum, Muck, Spider, Arachnid, Scorpion, Cobra

Boss: Wizard (Well sort of)

Key Item: Crown

Items: Large Dagger, 680 GP, Short Sword, 620 GP, Iron Armor, 295 GP,
Copper Bracelet, 385 GP, Silver Bracelet*, Silver Knife*, 1020 GP*
*: You need to obtain the Key before you can get these items.

What word can I use which is good enough to describe this cave. This
place is one of the harder places in the game mainly due to the lack
of spells and items and some of the monsters are extremely hard for
this point in time. From the start of the cave, head north till you
see a staircase leading down. Once down here, pick up the treasure
boxes which contain a Large Dagger, Short Sword, and 1300 GP in them.
Now head back the way which you went. If you are low on HP, you may
want to exit the cave and use a Tent or Cabin to save your game and
go back in. Now head all the way south until you see a building with a
staircase inside it leading deeper into the cave. About halfway south,
you'll see a branch leading off to the east. Ignore this path as it
leads to a dead end and there are no treasures there. Once below,
ignore all the buildings because there are nothing but empty treasure
chests inside them all. Continue to the southeast and go through the
building and exit on the other side of the wall and proceed down the
staircase. On the next floor there are several rooms lined up in order
all throughout the floor. In the buildings along the first row, (near
the staircase leading back up and leading left to right) is an Iron
Armor, the second building is empty, as is the third room. Inside the
fourth room, the one nearest to the right wall is 295 GP. Along the
second row in the first building is a Copper Bracelet. In the second
room, you'll find a House and an empty treasure box. In the third room,
and fourth rooms there is nothing to be found. In the first room on the
third row is an empty room. In the second room, you'll find the Crown
but you'll have to fight 2-6 Wizards for it (see below for more info).
In the third room, you'll find 385 GP. In the fourth room you'll find
nothing but an empty treasure chest. Along the fourth and final row,
all the doors are locked by the Mystic Key, so you'll have to come back
to the cave at a later time if you choose to do so. Ok now back to
those Wizards.

***********************************************************************

Boss: Wizards

HP: 84
Weakness: Lightning

These guys aren't really a boss, but given they guard a key item, I
tend to call them bosses. They usually come in groups of 2-6 and are
pretty nasty on their attacks. They are one of the few monsters at this
point in the game which can multi-hit your characters, and can even
cause upward of 100 damage to even a Fighter and even more on your
weaker characters. I tend to have all my strong characters attack the
Wizards, each one attacking a different Wizard, while the White Mage
heals weakened members, and the Red or Black Mage casts Lit2 on them.
It should only take two uses of Lit2 to kill off the Wizards and if
not, just repeat this process again and it should be over in the next
round.
***********************************************************************

After retrieving the Crown, make your way out from the Marsh Cave. If
you took a beating from the Wizards, try to run from all the monsters
that you run into, as you don't want to be defeated and have to do this
all over again. Once you get to the exit of the cave, use a Tent or
Cabin or any other saving items that you may have. You have two options
now, you can head up to Astos' Castle, or you can head back to Elfland
to heal up. If you choose to bypass healing read below for what to do
next. If you choose to heal, you'll just have to wait a few minutes
longer to get to this point.

6. Astos' Castle

Monsters: Mummy, Image

Boss: Astos

Key Item: Herb

Items: Falchon, Power Staff, Iron Gauntlet*
*: You need the Key to get these items.

There isn't a lot to do after entering this castle. There are no random
battles and no one to talk to. Your main goal is to defeat Astos for
the Crystal. As soon as you talk to Astos he demands his Crown back and
immediatly proceeds to attack the party.

***********************************************************************

Boss: Astos

HP: 168
Weakness: None

Astos isn't too tough to beat, but he does have a few nasty spells to
his disposal including the Rub spell which is a one hit kill spell when
it succeeds, and he can also use spells such as Fast and Fir2, along
with Slo2 and Sleep. His attacks are good for medium damage, yet if he
casts Fast then he can start doing more damage. He tends to use Rub in
the very first round against your Fighter (I think he may target random
characters, but the one in the first slot is typically the one the hit
the most often). I have my Fighters, Thieves and Black Belts attack
Astos, while I have the Red and Black Mage cast Fast on the Fighter and
any other hard hitting character you may have. I try to have the White
Mage Mute Astos, sometimes it works othertimes not. If it fails, try to
set up your Afir and other Anti spells you may have, incase he decides
it is time to start attack the whole party. Within a few rounds, Astos
should go down without much harm done.
***********************************************************************

Now that you have retrieved the Crystal, its time to begin some serious
backtracking. First head back to Elfland and at least enter the Inn to
save your game, but you don't need to stay if you don't want to pay the
100 GP for sleeping. Now head back to Coneria and go underneath the
bridge with your ship, and dock at the dock which you saw earlier on
your way to Motoya's Cave. Enter the cave, and talk to Motoya. She will
trade the Herb to wake the Prince in exchange for your Crystal with
which she uses for sight. Once the trade is complete, sail back south
to Elfland. Enter the castle and talk to the person next to the Prince,
and he gives him the Herb and will awaken the Prince. You then receive
the Mystic Key, with which you now open up a few extra treasure boxes
for you to get. First loot the treasure room in Elfland, which includes
a Silver Hammer, 730 GP, and a Copper Gauntlet. Now head back over to
Astos' Castle if you want, for some more treasure, and a few easy
battles which happen every time. The treasure in the chests are a
Falchon, an Iron Gauntlet, and a Power Staff. In front of each chest
there is a fight with undead monsters. In front of the middle chest
you'll have to fight, between 3-6 Images, while on the left and right,
3-6 Mummies will fight you. While these fights aren't very hard, they
do offer semi-decent exp and gold, so it might be a good idea to fight
them and just wipe them out with Hrm2 and Fir2 for a while. Once you
have looted the chests, you may want to head out towards the Marsh Cave
again for those chests in the locked doors which include, a Silver
Bracelet, a Silver Dagger, and 1,020 GP. There are Wizards guarding
each one of the chests, so you'll need to be prepared to deal with
these annoying fools again, but now you should be well equipped to deal
with them easily. Equip your new finds from here, Elfland Castle and
Astos' Castle, with the gauntlets going on your Fighters, and your
Silver Bracelet on your weakest Mage, the Silver Dagger on your Black
Mage, and Silver Hammer on your White Mage. Sell off any excess items,
and head back to Coneria Castle and the Temple of Fiends to collect
more items behind locked doors. I recommend going to the Temple of
Fiends, first so that way you can backtrack to Coneria and then get
right on your ship and go to your next destination. The lower and upper
right rooms in the Temple are locked, and are also guarded by
Gargoyles. By defeating these you'll earn a Rune Sword, a Were Sword,
and a Soft Potion. The two swords are weaker than the Silver Sword, so
equipping them on a Fighter or Red Mage would be a bad idea but the
Rune Sword could be a good choice for the Thief, which would be far
better than the Falchon or Scimitar you may have him equipped with.
Next head out of the Temple and back to Coneria Castle. Pick up the
Iron Staff, Iron Shield, Iron Armor, Silver Dagger, Sabre, and the
TNT from the treasure rooms. Equip any of the new finds if they will
assist you, and if not get back in your boat and sail northwest to the
cave of the dwarves.