Final Fantasy V/Wind Shrine

Starting cutscene
At dawn, Princess bids farewell to her father the King as leaves for the Wind Shrine. They both have sensed something wrong about the wind lately. The King arrives at the Wind Shrine only to see the Wind Crystal shatter, scattering crystal shards all around. Later, a man sits by a campfire with his trusty chocobo and hears a noise like thunder in the sky. He saddles up to investigate.

Tycoon Meteorite
After the cutscene the man and his chocobo steed, are off to investigate the meteorite. Go east (right), where you will see the meteorite. Step into it to investigate further.

Follow the path east and north. Continue until you see a young lady being carried off by a pair of goblins. A fight between the hero and the two goblins commences. This is not difficult; it is an introduction to the battle system. Keep selecting "Fight" on the menu and you should defeat the Goblins in two or three turns. A cutscene occurs afterwards where the young lady introduces herself as. You can choose a name for the hero; for simplicity this walkthrough will refer to him as Butz or Bartz, depending on the version. Together, and  examine the meteorite, but  is in a hurry and begins to leave on her own before hearing somebody's groans.

Go northeast to find the old man from the introduction. He comes to and remembers that his name is Galuf, but nothing else comes to mind. still wants to get going to find the Wind Shrine and Galuf joins her, but Bartz decides to keep following his own path.

When you regain control of, grab the treasure here then get out of the passage and go out the way you came in. Speak to to ride again. Follow the path out of the impact crater.

Continue west to the forest where you started. You can save your progress now and it is a good idea to save often in case your party is wiped out in battle.

Head north between the mountains and you will enter a valley. The ground starts to shake, and assumes that the cause is aftershocks from the meteor strike, and presses on as if nothing happened. Suddenly, he hears 's and Galuf's distress in the distance. He jumps back on.

Ride north and hop over chasms which have formed in the path. At two points you have encounters with Goblins. You will get enough experience points for to reach level 2. When you reach and Galuf,  will take them to safety. Continue north for another cutscene.

puts himself on watch from a small ledge as and Galuf regain consciousness. There is a short reunion where he announces that he's decided to join them and then mentions something about his father's dying wish for him to see the world. Galuf says what everyone is thinking though, namely that the real reason is Bartz has the hots for. The road is out, but they decide to find a way through somehow.

Continue north on to find a cave opening that was not there earlier. Step in to enter another valley.

Approach the cave entrance, and your party remarks that the opening was probably made by the recent quakes. Chocobos do not like enclosed spaces, so they leave behind and enter the cave.

The Hidden Cave and the Pirates' Hideout
This cave is very linear so you do not need directions. Random battles start here, mostly with Steel Bats and Stropers. enters the cave armed with a, while with a Knife, and Galuf isn't armed at all. The enemies are weak enough that the battles should be quick. points out a spring not that far from the entrance. Approach it and press to discover it is a healing spring that restores HP and MP. Unfortunately, you cannot save here; you must exit the cave in order to save on the overworld.

Continue north to the next room. There is a scene in which a pirate is seen pressing a button which opens a hidden door nearby. Check for treasure near here. When you reach the button, push to open the exit into the next room.

Approach the window to start a short cutscene.

You can actually exit the cave here, but it leads to a dead end surrounded by mountains. Continue along the path until it winds its way to a doorway. Go though to enter the pirate's hideout.

Step to the left to be almost caught by a pirate. wonders if you can get a ride on it and Galuf wonders if they could steal it.

All of the guards are asleep so you can explore as you like. Follow the dock east to board the ship. You can explore it as well, though there's not much to find. Locate the wheel at the stern and check it to start a cutscene which ends in the party's capture.

The next morning, Faris orders the pirates to set sail for the Wind Shrine and that you be released. The pirates are surprised but do not question orders. Faris tells you that you now work for her as the pirates prepare to launch. wonders how the ship moves without wind but Faris shows her, a friendly sea monster that tows the ship.

Faris is now a member of your party and you can sail the ship in the waters north of the cave.

Ship
When you gain access to the ship, one of the crew will ask if you would like him to steer you towards the wind shrine. If you want to get there quickly, say yes. But you are probably better off saying no and using the ship to explore the sea and its shores.

To the southeast you can land on the path you took from the meteor to the pirate cave. Since you're not riding Boko this time you will get random battles here, mostly Goblins and Killer Bees. You may also find packs of Stray Cats. The Goblins here are stronger than the ones Bartz fought earlier, but they should not pose much of a problem for a party of 4.

If you go back to the cave entrance you will notice that Boko is not there and tracks lead inside. Retrace your steps to the pirate hideout and visit one of the rooms to the north to find Boko in bed with a broken leg. There is treasure in the secret other room to the north; activate the switch in the main area to open the doorway. With the ship beached elsewhere, you will have to go back the way you came instead of sailing out as before. You cannot sail the ship to the Pirate hideout so the only way to reach it now is through the cave. The pirate walking back and forth between the boardwalk and the door will give you 8 s when talked to.

Feel free to explore the shoreline since the monsters you encounter should be easy to handle, but avoid the channel to the east and the Torna Canal it leads to unless you are ready for a challenge.

Tule Village
It is optional, but a good idea, to visit Tule before taking on the Wind Shrine. Firstly because you will have some cash now and there are shops where you can stock up on s and buy a weapon for Galuf. Also, if this is your first time playing there is useful game information and advice as well as treasure which will aid you in upcoming battles. Find it on the northwest shore.

When you first enter, the pirates, including Faris, make a beeline for the pub and will remain there as long as you are in town.

Visit the inn to the east, where you can rest and heal up for 10, and an item shop where you can stock up on s and Tents if you are running low on them.

The Pub/Tavern near the city gate has nothing to sell since the pirates drank all the rum. There are dancers to the right which are the first part of the Pianos subquest. Next to the stage is a stairway to the second floor where Faris is sleeping. There is an optional cutscene here where Bartz and Galuf go in to find Faris sleeping and they are lovestruck, puzzled about how they can be so attracted to a swashbuckling pirate captain. wonders why they came out of the room dazed, and then Faris wakes up and smacks them upside the head to bring the two back to sense.

Talk to a bearded man wearing a purple robe next to the pub and accept his offer to be escorted to the Hall of Learning. He makes a big deal about making sure you do not see the route but it's actually only a little to the west. Talk to the girl at the desk and claim to be a beginner to enter the main area.

Collect the treasure and talk to the tutors for guidance. On the upper floor is a chest with a monster inside, defeat it to win Leather Shoes.

Visit the armor and weapon shops to fill out your equipment. Do not spend money at the magic shop yet since you will not be able to cast spells until you gone through the Wind Shrine.

The last stop is Zok's house, just over the bridge near the magic shop. There is not much to do here since Zok is not home, but you can get the treasures hidden nearby. You will need to return here later.

When you leave the village Faris rejoins your party.

The Wind Shrine
Go to the shore at the northeastern corner of the sea and find the Wind Shrine surrounded by forest. Once you are in the Wind Shrine, head up and circle to the left, there is a cutscene where the head priest recognizes and says monsters attacked when the wind stopped. Her father had gone upstairs to investigate and had not been seen since.

At the south end of the room find a healing pot; this fully restores the entire party just like the spring in the pirate cave. Make sure you talk to the acolyte left of this since he will give you five . Go back and find the stairs on the east side of the floor, then head up to the next floor.

Starting on this floor, you start to encounter random monsters like Black Goblins,, Mani Wizards and. These are a bit tougher than the monsters encountered in the pirate cavern, but unless you managed to get to this point without leveling or upgrading your equipment, they should not be too difficult. Go to the west side of the room and collect the treasure there, then back to the middle and south to a small room with a "consecrated" circle where you can save your game (hereafter called "save points"); this is the last place you can do it before you meet the Wind Shrine's boss, so it is probably a good idea (access the menu by pressing to save your game.). You can also use a Tent here to heal up, but it is a better idea to just use the healing pot on the ground floor. Continue south to the middle of a long corridor. Head right and up the stairs to find a small room on the 3rd floor with treasure but is a dead end otherwise. Go back and follow the corridor to the west end, then use the stair to reach the 3rd floor proper.

There is a long thin passage here which spirals into a central area. You can follow it but if you want to avoid random battles and save time there is also a hidden shortcut through the wall near the start. Avoid the creature lurking on the north side of the central area and check the two rooms on either side, one has a Broadsword which you should immediately equip if you still have unarmed characters or if someone is wielding a knife. Go up to the monster to start your first boss fight!

With the door to the 4th floor now clear, continue up. You continue to get random battles here, but take the time to explore a bit and find some treasure. Find the stair up near the center to reach the chamber of the Wind Crystal.

Enter to start a cutscene. When it ends, you receive the crystal shards which give you the powers of Knight, Monk, Blue Mage, Thief, Black Mage & White Mage.

Your characters can now choose one of these "Jobs" in the menu. Step onto the teleport pad behind the crystal to get an optional tutorial on the Job system; it is highly recommended to view the tutorial if this is your first time playing. Choose a job for each character; at this point in the game you will probably want a Knight for melee combat and a White Mage for healing. Of the remaining jobs, a Thief is useful for the ability to steal items, flee battles, and see hidden passages; Blue Mages can learn useful spells from enemies and can act as a fighter; Monks cannot equip weapons but they get bonus unarmed damage and have high HP; and Black Mages can do magic damage which is useful against many enemies. Eventually, you will probably want to switch between jobs to get as many abilities as possible to mix and match. Do not leave any characters without a Job, or you will be wasting gained ABP.

Your next destination is Tule.