Chapter III: The Mystic Key | |
I. The Sleeping Prince Visit Elfland, learn of the Prince's plight... II. The Northwest Castle The lonely king needs your help... III. Let's Bash some Ogres Gain some levels, and get some ... IV. Prepare for the Cave Your first real dungeon awaits... V. Quest for the Crown This is the hard part... VI. The Dark Elf Revealed Astos doesn't want to be your friend... VII. Matoya, Revisited Isn't the Barter System great?... VIII. Wake the Sleeping Prince The Mystic Key is yours... IX. Narrick the Dwarf Find him some explosives... X. Melmond Awaits The entire world is now open to you... |
Recommended Lvls: Marsh Cave: 9-11 Battle with Astos: 10-11 |
Maps: World Map Northwest Castle ElfLand Castle of Elf Coneria Coneria Castle L1 Coneria Castle L2 Marsh Cave L1 Marsh Cave L2A Marsh Cave L2B Marsh Cave L3 Matoya's Cave Temple of fiends Dwarve's Cave |
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Area Enemies |
Chapter III Summary |
Across the Aldi Sea lies Elfland. The Prince of Elf has been cursed by the Dark Elf, Astos, and is deep in a magical sleep, which only the HERB can cure. In the Northwest Castle, the King asks you to retrieve his CROWN from the Wizards who stole it. Retrieve the CROWN from the Marsh Cave and return it to the King, and he will reveal himself as Astos the Dark Elf. Defeat Astos to retrieve the Matoya's CRYSTAL, which Astos had stolen. Give Matoya the CRYSTAL and she'll supply you with the HERB to wake the Elf Prince. Once wakened, the Elf Prince will give you the MYSTIC KEY, which will allow you to open locked doors. Retrieve the TNT from the locked treasury of Coneria Castle and give it to Nerrick the Dwarven engineer in the Dwarf Cave, and he'll build a canal to allow your ship to reach the rest of the world. |
I. The Sleeping Prince |
With your newly acquired Ship, you can reach many places that were previously unaccessable. Elfland, for example. Elfland is directly to the south of Coneria. In the Ship, you will have to fight random battles, as always. But now, you will be fighting water monsters. Your best attack against water monsters is LIT; all water monsters are weak versus lightning magic. Most monsters you'll fight in the Ship are very weak, however. So don't worry about it. If you find any Kyzoku's, make sure you kill them, they're worth 120G apiece. |
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Park your Ship at the port, and walk south to Elfland. This is a good time to get some info. Hmmmm. There's something wrong with the Prince, eh? |
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Astos, the Dark Elf, is apparently in disguise. You'd better keep an eye out for any suspicious characters. | |
Spooky castle? We can't have castles lying aroung spooking people, now can we? You'll probably want to pay it a visit sooner or later. But not right now. Let's go to the Castle of Elf and see how the Prince is doing. | |
There are many things to learn from the Elves in the Elf Castle. It seems that Astos, the Dark Elf, has attacked the Elf Castle and laid some sort of curse on the Elf Prince. | |
What kind of curse, you ask? A sleeping curse. The Elf Prince has been asleep for the last 5 years! So what can you do about it? Apparently, a magical Herb is the only cure. | |
Now you need to know where to get the Herb to heal the Elf Prince. This guy tells you that Matoya the Witch has some. How convenient. Now you just have to convince her to let you have some. Maybe if you return her Crystal... | |
One last thing to learn about the Elf Castle. You'll probably notice a room that appears to be inaccessable. No hallways lead there. Hmmmmm... | |
The way to get there is to sneak around the outer wall of the Elf Castle. There is a narrow path you can follow without being transported to the World Map. | |
Yay! Treasure time, right? Wrong. The Mystic Key strikes again. Man, I hate that Key. There's nothing else left to do in the Elf Castle, for now. |
II. The Northwest Castle |
Remember the "spooky castle" that one of the Elves mentioned? It's time to pay it a visit. Before you leave, however, you should prepare. There are a lot of monsters along the way that can (and will) poison your party members. So you need to stock up on Pure Potions. Luckily they are for sale right in Elfland, so go buy about 10 or so (you may need to fight a couple monsters to get the money to pay for them, but it has to be done). Grab a Cabin, too, or buy a Tent from Coneria, because it's a rather long walk to the Northwest Castle and back, and you don't want to have to do it all over again if you get wiped out. | |
The Northwest Castle is far to the Northwest of Elfland (obviously). So, head west, then north. It's just a bit to the north of this lake. You should run from any Asps, Arachnids, or Werewolves that you find, to lessen your chances of being poisoned. | |
You may want to use a Tent or Cabin now, so that you don't have to make this long walk again if you get killed on the way back. It's up to you. | |
The Northwest Castle is not a happy place to be. "Spooky" is pretty accurate, actually. There are bats all over the place, and the castle seems to be in a general state of ruin. I wonder what kind of King would live in a place like this. | |
The King of the Northwest Castle is a real punk. He orders you to fetch his Crown like you're a bunch of dogs. But, you're the Light Warriors. Getting his Crown is the right thing to do. But no one will know if you kick it around a bit before you return it... | |
The Northwest Castle has a nice big treasury. Unfortunately, the God-forsaken Mystic Key has been here before you. Man, I HATE that Key!! Oh well. You need to go to the Marsh Cave to get this guy's Crown back, but you are nowhere near prepared for it. The Marsh Cave is very dangerous; it's the first real challenge your party faces in Final Fantasy. The Temple of Fiends was a piece of cake compared to the Marsh Cave. You need to gain some levels, and get some new equipment, before attempting to retrieve the Crown. So head back to Elfland. |
III. Let's Bash Some Ogres |
In case you haven't noticed, stuff in Elfland is really expensive. 4000G for a Silver Sword! And 4000 apiece for Level 4 spells! Yikes. The things for sale in Elfland, though, are very much worth the money. You need to get this stuff before you attempt the Marsh Cave. So, where can you get money? | |
The best place to get G quick is fighting Ogres in this region. Ogres are worth 195 G apiece, so kill about 20 of them and you'll have enough for a brand new Silver Sword, or a couple Level 3 spells. | |
To tell you the truth, this is the most boring part of Final Fantasy. You will spend many, many hours fighting Ogres over and over and over... But it has to be done. As an alternative, just to spice things up, take a break from Ogres every once in awhile, and go fight some sea monsters. Or, head to the special place north of Pravoka (see my Strategies page), once you're strong enough to survive the monsters there, that is. But I consider that cheating. (Don't get discouraged at this point in the game. The game begins to move much faster once you get past Elfland, trust me. The really fun part of Final Fantasy is yet to come!) |
IV. Prepare for the Cave |
Fight Ogres until all of your characters are at least Level 9. Of course, you'll gain a whole lot of money while getting to that level. Buy everyone new weapons, armor, and magic. Some of the things on my recommended list are for sale in Pravoka, but most are found in Elfland. Recommended Equipment Fighter: Silver Sword, Iron Armor, Iron Shield, Wooden Helmet Thief: Sabre, Copper Bracelet, Cap, Gloves WM: Iron Hammer, Copper Bracelet, Cap, Gloves BM: Large Dagger, Copper Bracelet, Cap, Gloves |
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In addition to equipment, you should make sure that you have all the Level 3 and 4 Black and White magic spells that you'll need. Make SURE you have FIR2, LIT2, and CUR2 (and HRM2, if you have a White Mage). Also, if you've gotten all of your characters to Level 9, you'll be able to use Level 4 spells. FAST and PURE are the only ones you'll need, and they aren't absolutely essential to getting through the Marsh Cave (although they are very helpful). Only get them if you have an extra 8000G laying around. | |
The last (and probably most important) things you'll need to buy are Heal and Pure Potions. You will need to heal yourself A LOT in the Marsh Cave, and CURE spells aren't going to be enough. Get as many Heal Potions as you can afford. 50 Heal Potions should be enough, but the more you get, the better. Also, get some Pure Potions. There are many poisonous monsters in the Marsh Cave, and you're going to be a long way from Elfland, so make sure you don't run out. The White Magic PURE spell can help, though, so don't get more than 10 or 15 Pure Potions, more than that is probably not necessary. Last, but not least, buy either a Cabin, a House, or a Tent (from Coneria). | |
Once you have all the necessary equipment, stay at the Inn one last time to get your HP and MP back to full. Now it's time to put all of that Ogre fighting to good use; let's go and kick some Marsh Cave butt. |
Shopping |
Equipment For a compelte list of equipment see the Equipment page. |
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Weapons | Armor |
Iron Nunchuck Iron Staff Silver Sword Large Dagger Saber |
Cap Iron Armor Iron Shield Copper Bracelet Wooden Helmet |
Magic For a complete list of magic see the Magic page |
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Lvl 3 | |
White | Black |
CUR2 HRM2 AFIR HEAL |
FIR2 HOLD LIT2 LOK2 |
Lvl 4 | |
White | Black |
PURE FEAR AICE AMUT |
SLP2 FAST CONF ICE2 |
V. Quest for the Crown |
Marsh Cave treasure: L1: None L2: 680G, Large Dagger, Short Sword, 620G L3: None Lc: Iron Armor, 295G, Copper Bracelet, House, Crown, 385G |
The Marsh Cave is far to the west of Elfland. To get there, you'll have go a bit to the north, around the mountains, then south to the Cave. On your way there, you'll get into a lot of random fights. You should RUN from all of these fights; save your HP for the Cave. If you do wish to fight, for some reason, do NOT use any magic. You will need every single spell for the monsters in the Marsh Cave. | |
Once you reach the the Marsh Cave, use your Tent, Cabin, or House right outside the entrance. That way, if you should happen to be wiped out inside, you can start again right here, with full HP. Now it's time to go inside. | |
Welcome to the Marsh Cave. You will notice almost immediately that the monsters in here are stonger than any you've fought so far. There are also Undead all over the place. You may be tempted to FIR2 everything in sight, but make sure you conserve your spells. You'll need a couple LIT2's, FAST's, and CUR2's when fighting the Boss that guards the Crown, so don't use them all up before you get there. When in battle, try to rely on your weapons, or just run from monsters if you start getting killed. Especially run from poisonous monsters like Scums, Arachnids, and Werewolves. And always run from Scorpions, they're poisonous, and have very powerful attacks. |
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Just inside the Cave, there is a fork in the road; you can go up or down. Going up leads to some minor treasure. Down is the way to the Crown. If you feel like treasure-hunting, go up; all you'll find, though, is 1300G, a Short Sword, and a Large Dagger. | |
If you want the treasure, go up until you reach the stairs. Then start ransacking the treasure chests. This is the easiest way to make money in Final Fantasy; just think of how many Ogres it would've taken to get the money you found in just those two treasure chests. Keep the crappy weapons and armor you find in the Cave, too, you can sell it later. | |
Back on the first level, take the lower path. You'll soon come to another fork in the road. Just keep going south, the other path is a dead-end. | |
Eventually you'll come to the ladder that leads deeper into the Cave. Go ahead and use it. Only two more levels to go. | |
On this floor, you'll find many treasure chests, but they're all empty, so don't waste your time. The path to the next level is kind of tricky. Go all the way to the bottom of the room, then head right. | |
Then go through this room, and out the other side to find the stairs. | |
This is the last floor. There is a whole lot of treasure on this floor, including a House, Iron Armor, and a couple hundred G. Collect it all. Also on this floor is some REALLY nice treasure, but of course, you can't get it because of the stinking Mystic Key. | |
The Crown is in the third room down, two from the left. You'll recognize it from the weird sculpture things around the treasure chest. DO NOT walk up to the chest yet, though. Stepping in front of the chest will initiate the Boss fight. So make sure you are at full HP before you do. | |
The Wizards are very strong opponents. How many you fight is random; it could be 2, it could be 5. LIT2 is your best bet for killing the Wizards before they kill you; use FAST, too, if you have it. (For more info, check out my Bosses page) | |
Once the Wizards are out of the way, the Crown is yours! Now there's nothing left to do but backtrack to the exit. If your party is hurt badly, you may need to RUN from almost every battle. All you need to do is make it to the exit, though, then you can use the House you found and you'll be good as new. |
VI. The Dark Elf Revealed |
It's time to return the Crown to the Northwest Castle. If your party is in fairly good shape, head straight north to the castle. You might want to take a detour to Elfland to heal up, though; there is another Boss fight coming. If you have another Tent or Cabin, now is a good time to use it. |
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Talk to the King, to give him back the Crown. Uh oh. Not only is he not grateful, he also wants to kill you! He was Astos, the Dark Elf, all along! He also (conveniently, and for no reason) admits that he has Matoya's Crystal. Time for a fight. | |
Astos can be a tough opponent. He can use RUB, which will often kill a party member instantly. Other than that, though, he's not so bad. (Check out my Bosses page for more info) Once you kill Astos, you keep the Crown, and you get the Crystal! Head back to Elfland to save and heal, then it's on to Matoya's Cave. |
VII. Matoya, Revisited |
After all those boss fights, you're probably hurting pretty badly. So heal up at the Elfland Inn, before going to Matoya's Cave. You can also start to spend some of the money you got from the Marsh Cave, if you like. It's better to save it, though; you're going to need it in Melmond, the next town. But more on that later. | |
Sail north to Matoya's Cave. You can sail your Ship right under the bridge north of Coneria, and dock it at a port just a little to the south of the Cave. | |
Enter Matoya's Cave and talk to the Witch. Of course, she wants her Crystal back, and she trades you the Herb for it. | |
Talk to Matoya again, if you like. She doesn't seem very grateful. But maybe kicking you out of her Cave is a Witch's way of being friendly. Oh well. Time to wake up the Elf Prince. |
VIII. Wake the Sleeping Prince |
Locked treasure rooms: Northwest Castle: Power Staff, Falchon, Iron Gauntlet Marsh Cave L3: Silver Bracelet, Silver Dagger, 1020G Temple of Fiends: Were Sword, Rune Sword, Soft Elf Castle: Silver Hammer, 400G, 330G, Copper Gauntlet Coneria Castle: Iron Armor, Iron Shield, TNT, Iron Staff, Sabre, Silver Knife |
After leaving Matoya's Cave, your next destination is the Castle of Elf. | |
To wake the Prince, first talk to the guy (girl?) standing next to his bed. The Herb works! The Elf Prince is finally awake. | |
Talk to the Elf Prince himself. He will give you the Mystic Key! Now you can finally collect the treasure that's behind all those locked doors. | |
The first of the locked treasure chests is in the Castle of Elf, how conventient. Remember, to get to the treasury, you have to circle around the outside wall of the Castle. In Elfland's treasury, you'll find a shiny new hammer for your White Mage, a Copper Gauntlet, and some cash. Now that you have the Key, what next? Well, before continuing with the important stuff, you might as well go around and ransack all the locked treasuries you've found. |
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In the Temple of Fiends, you'll find two very nice swords: the Rune Sword and the Were Sword. If you have a Thief, give him the Rune Sword; sell the Were Sword. There are some Gargoyles guarding each sword, though, so be prepared. | |
There is some nice treasure in the Northwest Castle. In particular, the Power Staff; it sells for a whopping 6172G! You'll also find an Iron Guantlet for your Fighter, and a Falchon (sell it). This time, Images and Mummies guard the treasure. You can avoid them if you don't walk in the spaces directly below the chests, though. But you might want to fight them; they are worth a whole lot of G and EXP (they're also very strong, but a FIR2 spell will kill them all). | |
If you want, you can also revisit the Marsh Cave. There is some nice treasure here too. You'll find a Silver Bracelet (excellent armor for a White or Black Mage), a Silver Dagger, and some G. Beware: these chests are guarded by Wizards! | |
That's enough treasure hunting for now. Now that the Elf Prince is awake, and Astos is dead, and Matoya can see again, there's not much left to do in this part of the world. It's time to go elsewhere, to try to find a way to light the Orbs. Unfortunately, there is no way out of the Aldi Sea; you are stuck in there! Well, there is one place you haven't been yet: the Dwarf Cave. |
IX. Nerrick the Dwarf |
Dwarve's Cave treasure: 450G, 575G, Cabin, Iron Helmet, Dragon Sword, Silver Knife, Wooden Helmet, Silver Armor, 575G, House |
The Dwarf Cave is a bit to the west of Coneria. You'll have to dock your ship here, and walk the rest of the way. | |
This cave is in the middle of nowhere! Oh well. I guess the Dwarves don't like company. | |
Inside the Cave, there are Dwarves all over the place. They have some useful information, so start talking. While you're at it, get the cash in the treasure chests just above the entrance. |
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The source of the Earth's rot is apparently far to the west. All the more reason to find a way out. | |
Hmmmm... What's a Floater? It must be important (it's all in capital letters :) ). Oh well, no sense worrying about it now. | |
In the upper part of the Cave, you'll find Smith, the Dwarven Blacksmith. He will make you an extremely powerful weapon, if you can find him some Adamant. It'll be a loooooooong time before you find it, though. But it's worth the wait. | |
This guy has absolutely nothing important to say. Then, why do I have a picture of him here, you ask? It's my walkthrough, I'll put pictures of whatever I want! | |
This guy has some very useful info. It seems that Nerrick is trying to build a canal. This could be your ticket out of here! Go find Nerrick (he's at the south end of the Cave). | |
Nerrick's canal is almost done! But there's a big rock in the way, and he can't finish without some TNT. Well, you'll just have to find him some. But first, ransack the treasury! | |
There is A LOT of treasure to find here. If you have a Thief, give him the Dragon Sword. The Silver Armor is very good for a Red Mage; otherwise, just sell it. | |
Now, where can you find some TNT? Well, this guy gives you a little hint (actually, he just comes right out and tells you where it is. It's in Coneria.) It's time to take a trip back to Castle Coneria. | |
With the Mystic Key, you can now enter Castle Coneria's treasury. There is some minor treasure here, but more importantly, you'll find the TNT. | |
Take the TNT back to Nerrick. With it, he's able to complete the canal. Your Ship can now reach the outer lands! |
X. Melmond Awaits |
Before leaving this area, make sure you have all the equipment, spells, and items you'll need. You should stock up on Heal and Pure potions, because there is no Item Shop in Melmond. Make sure you take a couple Softs, too; you will soon face enemies that use petrification attacks. Buy some Tents, Cabins, or Houses, also. You should now have all the Level 1-4 spells you want. You should easily be able to afford them, what with all the treasure you've been finding in the previously-locked treasuries. Once you're done shopping, it's time to sail through the canal to Melmond, in the west. |
Optimal equipment by the end of Chapter III | |
Silver Sword, Iron Armor, Iron Helmet, Iron Shield, Gloves | Dragon Sword, Copper Bracelet, Cap, Gloves |
Silver Dagger, Copper Bracelet, Cap, Gloves | Silver Hammer, Silver Bracelet, Cap, Gloves |
Area Enemies A complete list of enemies can be found on the Enemies page. |
World Map |
Arachnid | ||
HP: | 64 | |
Damage: | 5-10 po | |
EXP: | 141 | |
GP: | 50 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Asp | ||
HP: | 56 | |
Damage: | 6-12 po | |
EXP: | 123 | |
GP: | 50 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Creep | ||
HP: | 56 | |
Damage: | 17-34 | |
EXP: | 63 | |
GP: | 15 | |
Weakness: | FIRE | |
Special: | N/A | |
Ineffective: | N/A |
Geist | ||
HP: | 56 | |
Damage: | 8-16 sn | |
EXP: | 117 | |
GP: | 117 | |
Weakness: | FIRE, HARM | |
Special: | N/A | |
Ineffective: | QAKE, ICE, RUB, BANE, STUN, SLEP, DARK |
Green Ogre | ||
HP: | 132 | |
Damage: | 23-46 | |
EXP: | 282 | |
GP: | 300 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
GRimp | ||
HP: | 16 | |
Damage: | 8-16 | |
EXP: | 18 | |
GP: | 18 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
GrWolf | ||
HP: | 72 | |
Damage: | 14-28 | |
EXP: | 93 | |
GP: | 22 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Ogre | ||
HP: | 100 | |
Damage: | 18-36 | |
EXP: | 195 | |
GP: | 195 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Scorpions | ||
HP: | 84 | |
Damage: | 22-44 PO | |
EXP: | 225 | |
GP: | 70 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
WrWolf | ||
HP: | 68 | |
Damage: | 14-28 PO | |
EXP: | 135 | |
GP: | 67 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Wolf | ||
HP: | 20 | |
Damage: | 8-16 | |
EXP: | 24 | |
GP: | 6 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Marsh Cave |
Arachnid | ||
HP: | 64 | |
Damage: | 5-10 po | |
EXP: | 141 | |
GP: | 50 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Bone | ||
HP: | 10 | |
Damage: | 10-20 | |
EXP: | 9 | |
GP: | 3 | |
Weakness: | FIRE, HARM | |
Special: | N/A | |
Ineffective: | ICE, BANE, RUB, BRAK, STUN, SLEP, DARK |
Crawl | ||
HP: | 84 | |
Damage: | 1-2 sn | |
EXP: | 186 | |
GP: | 200 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Gargoyle | ||
HP: | 80 | |
Damage: | 12-24 | |
EXP: | 132 | |
GP: | 80 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | QAKE |
Ghoul | ||
HP: | 48 | |
Damage: | 8-16 sn | |
EXP: | 93 | |
GP: | 50 | |
Weakness: | FIRE, HARM | |
Special: | N/A | |
Ineffective: | ICE, RUB, BANE, BRAK, STUN, SLEP, DARK |
GrWolf | ||
HP: | 72 | |
Damage: | 14-28 | |
EXP: | 93 | |
GP: | 22 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Muck | ||
HP: | 76 | |
Damage: | 30-60 | |
EXP: | 255 | |
GP: | 70 | |
Weakness: | LIT | |
Special: | N/A | |
Ineffective: | QAKE, ICE, FIRE, RUB, BANE, BRAK, STUN, SLEP, DARK |
Red Bone | ||
HP: | 144 | |
Damage: | 26-52 | |
EXP: | 378 | |
GP: | 378 | |
Weakness: | FIRE, HARM | |
Special: | N/A | |
Ineffective: | ICE, RUB, BANE, BRAK, STUN, SLEP, DARK, DARK |
Scorpions | ||
HP: | 84 | |
Damage: | 22-44 PO | |
EXP: | 225 | |
GP: | 70 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Scum | ||
HP: | 24 | |
Damage: | 1-2 PO | |
EXP: | 84 | |
GP: | 20 | |
Weakness: | ICE, FIRE | |
Special: | N/A | |
Ineffective: | QAKE, LIT, RUB, BANE, BRAK, STUN, SLEP, DARK |
Shadow | ||
HP: | 50 | |
Damage: | 10-20 DA | |
EXP: | 90 | |
GP: | 45 | |
Weakness: | FIRE, HARM | |
Special: | N/A | |
Ineffective: | QAKE, ICE, RUB, BANE, STUN, SLEP, DARK, DARK |
WrWolf | ||
HP: | 68 | |
Damage: | 14-28 PO | |
EXP: | 135 | |
GP: | 67 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | N/A |
Wizard | ||
HP: | 84 | |
Damage: | 30-60 | |
EXP: | 276 | |
GP: | 300 | |
Weakness: | LIT | |
Special: | N/A | |
Ineffective: | ICE, FIRE, BANE, BRAK, STUN, SLEP, DARK |
Northwest Castle |
Astos | ||
HP: | 168 | |
Damage: | 26-52 | |
EXP: | 2250 | |
GP: | 2000 | |
Weakness: | N/A | |
Special: | RUB, SLO2, FAST, FIR2, LIT2, SLOW, DARK, SLEP | |
Ineffective: | N/A |
Image | ||
HP: | 86 | |
Damage: | 22-44 SN | |
EXP: | 231 | |
GP: | 231 | |
Weakness: | FIRE, HARM | |
Special: | N/A | |
Ineffective: | QAKE, ICE, RUB, BANE, STUN, SLEP, DARK |
Mummy | ||
HP: | 80 | |
Damage: | 30-60 | |
EXP: | 300 | |
GP: | 300 | |
Weakness: | FIRE, HARM | |
Special: | N/A | |
Ineffective: | QAKE, LIT, ICE, RUB, BANE, BRAK, STUN, SLEP, DARK |
Sea |
Kyuzo | ||
HP: | 50 | |
Damage: | 14-28 | |
EXP: | 60 | |
GP: | 120 | |
Weakness: | N/A | |
Special: | N/A | |
Ineffective: | QAKE |
OddEye | ||
HP: | 10 | |
Damage: | 4-8 | |
EXP: | 42 | |
GP: | 10 | |
Weakness: | LIT | |
Special: | GAZE | |
Ineffective: | QAKE, FIRE |
R. Sahag | ||
HP: | 64 | |
Damage: | 15-30 | |
EXP: | 105 | |
GP: | 105 | |
Weakness: | LIT | |
Special: | N/A | |
Ineffective: | QAKE, FIRE |
Sahag | ||
HP: | 28 | |
Damage: | 10-20 | |
EXP: | 30 | |
GP: | 30 | |
Weakness: | LIT | |
Special: | N/A | |
Ineffective: | WAKE, FIRE |
Shark | ||
HP: | 120 | |
Damage: | 22-44 | |
EXP: | 267 | |
GP: | 66 | |
Weakness: | LIT | |
Special: | N/A | |
Ineffective: | QAKE, FIRE |