Elfheim and the Marsh Cave in Final Fantasy 1

Elfheim, the Marsh Cave & Crown Recovery

This FF1 Pixel Remaster walkthrough for Chapter 3 covers Elfheim, the poisonous Marsh Cave, defeating the dark elf Astos, and getting the crucial Mystic Key.

Quick Guide

Key Objectives

  • Sail south to reach Elfheim
  • Learn about the sleeping Elf Prince
  • Enter the Marsh Cave west of Elfheim
  • Navigate the poison-filled dungeon to find the Crown
  • Defeat the dark elf Astos in the Western Keep
  • Awaken the Elf Prince and receive the Mystic Key

Chapter Bosses (2)

HP: 84
Difficulty: Low
Rewards:
  • Crown
1 hour Level 7 - 12

Chapter 3 Walkthrough

Sailing to the western continent towards Elfheim

With the ship from Chapter 2, your Final Fantasy 1 Pixel Remaster quest continues to the continent to the west. Sail south from the Pravoka area, following the coastline of the main continent until you find a port to dock. From there, a short walk will lead you to the town of Elfheim and the adjacent Elven Castle.


Exploring Elfheim

The town of Elfheim, home of the elves

Upon entering Elfheim, you’ll learn that the Elf Prince has been cast into a deep sleep by the dark elf Astos, and no one knows how to wake him. This curse becomes your central mission for this chapter. First, visit the shops to power up your party.

Purchase Powerful New Magic

Elfheim is a critical stop for your mages, offering Level 3 and 4 spells that will dramatically increase your party’s effectiveness.

  • Level 3 Spells (1,000 Gil each):
    • Fira & Thundara: Essential upgrades for your Black/Red Mages. These powerful area-of-effect spells will be your primary tools for clearing groups of enemies.
    • Cura: A vital upgrade for your White/Red Mage’s healing capabilities.
  • Level 4 Spells (2,500 Gil each):
    • Haste: The single most powerful buff in the game. It doubles a character’s number of hits in an attack. Buy this for your Black/Red Mage immediately.
    • Blizzara: A strong multi-target ice spell.
    • Poisona: Cures poison, which is extremely useful for the upcoming dungeon.
Shopping Priority

Your first purchase should be Haste. It will fundamentally change your approach to boss battles. After that, buy Fira and Cura. If you have the Gil, Blizzara and Poisona are excellent additions. Don’t worry about buying every spell now; you can return later.

Visit the Elven Castle

The elven prince sleeping

Enter the castle and speak with the elves. You’ll find the Prince in his chambers, unresponsive. His healer explains that only the witch Matoya might know a cure, but she won’t help without her Crystal Eye. This is the clue you received in Matoya’s Cave back in Chapter 2. Before you can deal with that, however, the townsfolk suggest another lead: finding the lost Crown, rumored to be in the nearby Marsh Cave.


The Western Keep & the Marsh Cave

Getting the Quest

From Elfheim, travel west through the forests and then head north as the path opens up. You’ll find the Western Keep. Inside, a king asks for your help. He tells you his kingdom has fallen into ruin and he needs you to retrieve his lost Crown from the Marsh Cave to the south.

Preparing for the Marsh Cave

This is the most dangerous dungeon you’ve faced yet.

  1. Return to Elfheim to rest at the Inn (100 Gil).
  2. Stock up on Antidotes (50 Gil each). The cave is filled with enemies that inflict poison. Buy at least 10-15. If you bought Poisona, you’ll be in even better shape.
  3. Bring a Tent or Cottage to heal outside the dungeon.

The entrance to the Marsh Cave

The Marsh Cave is located south of the Western Keep, at the southern tip of the landmass. The dungeon has three floors and is teeming with dangerous monsters like Scorpions, Crawlers, and Green Slimes. Use multi-target spells like Fira and Blizzara to clear rooms efficiently.

The path to the Crown is on the lowest floor (B3). The floor is a grid of locked and unlocked treasure rooms. Explore the accessible rooms to find valuable loot before heading for the main objective. The Crown is located in a guarded room near the center of the floor.


Piscodemons boss sprite
Boss Fight

Piscodemons

HP: 84 Low Level: 8+
Weak to None Marsh Cave B3

This room contains a fixed encounter with a group of Piscodemons. They are tough physical attackers that resist Fire and Ice. Their primary weakness is Lightning, making Thundara extremely effective. Alternatively, use Haste on your main fighter and focus them down one by one while keeping your health up with Cura.

Receiving the Crown after defeating the Piscodemons

After the battle, you claim your prize: the Crown. With this key item secured, it’s time to leave the Marsh Cave.


The Twist at the Keep

The king reveals himself to be Astos, the Dark Elf

Heal your party with a Tent or return to Elfheim’s Inn. Once you’re prepared, go back to the Western Keep and present the Crown to the king.

The “king” will reveal his true form: Astos, King of the Dark Elves! He paralyzes your party and attacks.


Astos boss sprite
Boss Fight

Astos

HP: 420 Hard Level: 10+
Weak to None Western Keep

Astos is a powerful spellcaster. He can cast high-level magic like Fira, Thundara, and the instant-death spell Death. Your strategy is to defeat him as quickly as possible. On turn one, have your Black/Red Mage cast Haste on your strongest physical attacker (Warrior or Monk). Have your other mages cast Temper on the same character. From turn two onward, unleash a flurry of buffed attacks while your White Mage focuses on healing with Cura.


The Path to the Cure

Upon his defeat, Astos drops the Crystal Eye. Your path is now clear:

Jolt Tonic from Matoya
  1. Sail back to Matoya’s Cave (from Chapter 2). Give her the Crystal Eye, and in return, she will give you the Jolt Tonic.
  2. Return to Elven Castle. Give the Jolt Tonic to the Prince’s attendant.
  3. The Prince will awaken and reward you with the Mystic Key!
Receiving the Mystic Key from the Elf Prince

Prepare for Chapter 4

The Mystic Key is your ticket to a wealth of powerful treasures. It can open all the locked doors you’ve seen in Cornelia Castle, the Chaos Shrine, the Marsh Cave, and more. Our Chapter 4 guide covers this world-spanning treasure hunt to collect these powerful artifacts before you proceed to the next crystal. Rest up, save your game, and get ready to unlock some secrets.

Shops

Weapons - Elfheim

WeaponPriceAttackClasses
Iron Nunchaku160 Gil 16
Monk
Dagger140 Gil 7
WarriorThiefRed MageBlack Mage
Crosier160 Gil 14
WarriorMonk
Saber360 Gil 13
WarriorThiefRed Mage

Armour - Elfheim

ArmourPriceDefenseClasses
Iron Armor640 Gil 24
Warrior
Copper Armlet800 Gil 4
All Classes
Iron Shield80 Gil 4
Warrior
Leather Cap65 Gil 1
All Classes
Helm80 Gil 3
Warrior

Black Magic - Elfheim

SpellPriceLevelClasses
Fira1000 Gil3
Black MageRed Mage
Hold1000 Gil3
Black MageRed Mage
Thundara1000 Gil3
Black MageRed Mage
Focara1000 Gil3
Black MageRed Mage
Sleepra2500 Gil4
Black MageRed Mage
Haste2500 Gil4
Black MageRed Mage
Confuse2500 Gil4
Black MageRed Mage
Blizzara2500 Gil4
Black MageRed Mage

White Magic - Elfheim

SpellPriceLevelClasses
Cura1000 Gil3
White MageRed Mage
Diara1000 Gil3
White Mage
NulBlaze1000 Gil3
White MageRed Mage
Heal1000 Gil3
White Mage
Esuna2500 Gil4
White MageRed Mage
Fear2500 Gil4
White Mage
NulFrost2500 Gil4
White MageRed Mage
Vox2500 Gil4
White Mage

Enemies

Enemy HP Attack Defense Weaknesses Rewards Location #
Tarantula enemy sprite Tarantula
64 5 12
N/A
141 EXP
50 Gil
Marsh Cave 023
Ghast enemy sprite Ghast
56 8 10
Fire Dia
117 EXP
117 Gil
Marsh Cave 024
Scorpion enemy sprite Scorpion
84 22 10
N/A
225 EXP
70 Gil
Marsh Cave 025
Shadow enemy sprite Shadow
50 10 0
Fire Dia
90 EXP
45 Gil
Marsh Cave 026
Green Slime enemy sprite Green Slime
24 1 255
Fire Ice
84 EXP
20 Gil
Hi-Potion (5%)
Marsh Cave 027
Crawler enemy sprite Crawler
84 1 8
N/A
186 EXP
200 Gil
Marsh Cave 028
Gray Ooze enemy sprite Gray Ooze
76 30 7
Lightning
255 EXP
70 Gil
Marsh Cave 029
Gargoyle enemy sprite Gargoyle
80 12 8
N/A
132 EXP
80 Gil
Marsh Cave 030
Bloodbones enemy sprite Bloodbones
144 26 12
Fire Dia
378 EXP
378 Gil
Ice Cavern 031
Piscodemon enemy sprite Piscodemon
84 30 16
Lightning
276 EXP
300 Gil
Marsh Cave 032
Astos enemy sprite Astos
420 30 18
N/A
2,250 EXP
2,000 Gil
Mythril Sword (Rare Drop)
Western Keep 033

Treasure

Marsh Cave

  • Dagger (B2 North, Northeast room)
  • 1180 Gil (B2 North, Northwest room)
  • Potion (B2 North, Southwest room)
  • 1120 Gil (B2 North, Southwest room)
  • Broadsword (B2 South, middle room)
  • Potion x2 (B2 South, outer rooms)
  • Phoenix Down (B3, Northwest room)
  • 1045 Gil (B3, Northeast room)
  • Copper Armlet (B3, West-central room)
  • Cottage (B3, room next to Copper Armlet)
  • 1135 Gil (B3, room next to Crown)

Bosses

Boss

Piscodemons

Piscodemons boss sprite
Location: Marsh Cave B3
Level: 8+
Difficulty: Low

Strategy

Weaknesses: None
Resistances: Fire, Ice

Piscodemons

This is a battle against a group of tough physical attackers. Their primary weakness is Lightning, so a single cast of Thundara from a Black or Red Mage can heavily damage the entire group.


Since they resist Fire and Ice, your best alternative is to buff your main fighter. Cast Haste on your Warrior or Monk and focus all physical attacks on one Piscodemon at a time to thin their numbers quickly. They hit twice per turn, so have your White Mage ready with Cura to heal anyone who takes significant damage.

Boss Stats

HP
84
Attack
30
Defense
16
Accuracy
21
Agility
33
Intellect
18
Evasion
66
Mag Def
98

Rewards

EXP: 276
GIL: 300
Drops: Crown
Boss

Astos

Astos boss sprite
Location: Western Keep
Level: 10+
Difficulty: Hard

Strategy

Weaknesses: None
Resistances: High resistance to all magic

Astos

Astos is a dangerous spellcaster whose greatest threat is the instant-death spell, Death (RUB). The goal is to defeat him before he can successfully cast it. Your own offensive spells are largely ineffective due to his high Magic Defense. The key to victory is buffing a single physical attacker to immense power.


On turn one, have your mages cast Haste and Temper on your Warrior or Monk. On subsequent turns, continue stacking Temper on that same character while they attack—the effect stacks and their damage will skyrocket. Use your White Mage exclusively for healing with Cura. This fight is a pure damage race.

Boss Stats

HP
420
Attack
30
Defense
18
Accuracy
42
Agility
39
Intellect
24
Evasion
78
Mag Def
170

Rewards

EXP: 2250
GIL: 2000
Drops: Crystal Eye, Mythril Sword