Inns | ||||||||
Coneria | Pravoka | Elfland | Melmond | Crescent Lake | Onrac | Gaia | ||
30G | 50G | 100G | 100G | 200G | 300G | 500G |
Items for Sale | |
Heal Potion |
Cost: 60G Effect: Restores 30HP Heal potions are incredibly important throughout the game. Keep 99 of them in stock at all times, especially when attempting to complete a dungeon. |
Pure Potion |
Cost: 75G Effect: Cures Poison Pure potions are important in the beginning of the game. Your party will be poisoned frequently around ElfLand and Melmond. Keep alot of these handy, just in case; there's nothing worse than being stranded far from town, poisoned, with no way to cure yourself. Once your White or Red Mage learns PURE, however, the Pure potion loses it's importance. |
Tent |
Cost: 75G Effect: Cures Poison Pure potions are important in the beginning of the game. Your party will be poisoned frequently around ElfLand and Melmond. Keep alot of these handy, just in case; there's nothing worse than being stranded far from town, poisoned, with no way to cure yourself. Once your White or Red Mage learns PURE, however, the Pure potion loses it's importance. |
Cabin |
Cost: 250G Effect: Restores lots of HP, saves your game The Cabin restores more HP than a Tent, but less than a House. If you can't afford a House, the Cabin is a nice alternative. |
Soft Potion |
Cost: 800G Effect: Cures Petrification Soft Potions are essential when fighting monsters who use petrification attacks, like Coctrice and Medusa. If all four of your party memebers are petrified, the game is over, so Soft Potions are even more important than Pure Potions when you are far from town. The White Mage spell SOFT is a level 6 spell, so you won't be getting it for quite awhile; you'll be relying upon Softs for quite some time. |
House |
Cost: 3000G Effect: Restores LOTS of HP and MP, saves your game The House is like an Inn that can be used anywhere (at least, anywhere on the world map). It restores quite a bit of HP and it also restores MP, in addition to saving your game. BEWARE: it restores your MP AFTER it saves your game, so your party will NOT have restored MP in your save game unless you use a Tent right after you use a House (this may be a programming mistake, but that's life. Always use a Tent right after you use a House). Although the House is a very useful item, at 3000G apiece, you'll not be using them much until later in the game, when G is more abundant. |
Quest Items | |
Lute |
Obtained from Princess Sara, in Castle Coneria "Beautiful music fills the air." After defeating Garland and rescuing Princess Sara, you are rewarded with the Lute. Your party receives the Lute very early in the game, and carries it with them through all of their travels. Only at the very end of the game is it's function revealed; it is used to remove the Plate covering the stairs leading into the depths of the Temple of Fiends. |
Crown |
Obtained from the Marsh Cave "The stolen CROWN." The lonely King in the Northwest Castle tells a sad tale of Wizards who stole his Crown. He bids you to venture to the Marsh Cave and return the Crown to him. Doing so reveals his true identity; he is Astos, the Dark Elf. |
Crystal |
Obtained from Astos, in the Northwest Castle "A ball made of crystal." The Crystal is used to give a person the gift of sight. Astos, the Dark Elf, stole the Crystal from Matoya, leaving her blind and helpless. Defeating Astos wins you the Crystal. If you return the Crystal to Matoya, she will give you the Herb needed to wake the sleeping Elf Prince. |
Herb |
Obtained from Matoya the Witch, in Matoya's Cave "Yuck! This medicine is too bitter!" Astos, the Dark Elf, put the Elf Prince to sleep with a magical spell. The Herb is used to wake the Prince from his magical slumber. Matoya the Witch is the only person who has some of the Herb, however, and she won't give it to you until you return her Crystal to her. |
Key |
Obtained from the Elf Prince, in the Castle of Elf. "The mystic KEY." Throughout the land, there are alot of doors that are locked and barred. The only way to open them is with the Mystic Key. The Elf Prince will give you this key, but only after waking him with Matoya's Herb. |
TNT |
Obtained from Castle Coneria "Be careful!" Nerrick the Dwarf is building a canal to connect the Aldi Sea to the rest of the world. However, if he is to succeed, he will need the TNT. The TNT is in Castle Coneria, but behind a locked door; only the Mystic Key will grant you access. |
Ruby |
Obtained from the Vampire, in the Earth Cave "A large red stone." The Titan's Tunnel is the only way to reach the Sage Sarda. But the Titan isn't going to let you pass through his tunnel without paying a toll. Luckily, the Titan has a weakness; he likes to eat precious gems. The Ruby that the Vampire Guards is just what the Titan needs if you are to pass through his tunnel. |
Rod |
Obtained from Sarda the Sage, in Sarda's Cave "The rod to remove the plate from the earth." Deep in the Earth Cave, behind the Vampire's lair, is a mysterious Plate. Sarda the Sage reveals that the source of the Earth's rot lies beyond this Plate. The Rod that he gives you will grant you the strength to shatter the plate and go into the deepest parts of the Earth Cave. |
Floater |
Obtained from the Ice Cave "A mysterious rock." The Floater is used to lift large objects into the air. Such a stone is needed to make the Airships in the world fly. Deep in the Ice Cave, guarded by the Eye, a Floater stone sits unused. If you can get to it, it can be used to raise the Airship from the Ryukahn desert. |
Tail |
Obtained from the Castle of Ordeals "OOHH!! It stinks! Throw it over... No! Don't do that!." In the Cardia Islands lives Bahamut, King of the Dragons. Many years ago he was forced from his Castle by a horde of monsters. Now the Castle is used as a Test of Courage for the dragons, and for you, if you dare. The proof that you passed the test is the Tail of a Rat. Give this to Bahamut and he shall bestow a great gift upon you. |
Bottle |
Obtained from the Caravan Master for 50000G "Pop! A fairy appears, and is gone." The Fairy was kidnapped by a Pirate and sold to the Caravan Master, Underhill. To rescue her, you must buy her back. Although she is quite expensive, you must rescue her, so get ready to spend some cash. Once she has been rescued, she'll go back to Gaia, and give you some Oxyale. |
Oxyale |
Obtained from the Fairy at Gaia "The OXYALE furnishes fresh air." The Oxyale is used to breath underwater, and is necessary if you wish to travel to the Sea Shrine. It flows freely from the spring in Gaia, but only the Fairy can get it for you. Unfortunately, the Fairy has been kidnapped by a pirate and sold to the Caravan; buy her back if you want the Oxyale. |
Slab |
Obtained from the Sea Shrine "Unknown symbols cover the SLAB." An ancient Slab of stone was lost when the Sea Shrine sank into the ocean. The legendary Dr. Unne in Melmond can teach you the language of the Lefein with the aid of this Slab. Once you have the Oxyale, you can journey to the bottom of the sea and retrieve the Slab. |
Cube |
Obtained from the Waterfall "Colors gather and swirl in the CUBE." A robot from the Sky Castle escaped and floated far to the west, carrying a Cube. This Cube is required to teleport from the Mirage Tower to the Sky Castle. Only a few weak monsters guard the Cube; one need only canoe upriver from Onrac to retrieve it. |
Chime |
Obtained from Lefein "Stamped on the bottom: MADE IN LEFEIN." The Chime is the key to entering the Mirage Tower. A man in Lefein will gladly give you the Chime, if you ask for it. Unfortunately, the language of Lefein has been lost in time. Only Dr. Unne, with the help of the Slab, can teach it to you. |
Adamant |
Obtained from the Sky Castle "The legendary metal." Adamant is an incredibly hard metal that can be used to make powerful swords. If you can take some Adamant to Smith in the Dwarf Cave, he will forge for you the mighty Xcalber, the second most powerful weapon in the game. However, you will journey long and hard before finding any of this rare mineral. |