Final Fantasy V/Airship and Mirage

Moore Forest
There's nothing more to do in the desert so head back east, but save your game and prepare for battle before entering Moore Forest. When you reach the Elder's Tree there is a cutscene. A dragon comes bearing Reina, rescued from Tycoon Castle before it was sucked into the N-Zone. But her body is possessed by an evil spirit, the monster Mellusion. X-Death appears and claims that Mellusion is just one of the many monsters from the N-Zone now under his control, and to demonstrate his power he sinks the Library of Ancients. The dragon appears again and somehow forces Mellusion out of Reina's body. X-Death leaves you for Mellusion to death with and a battle starts.

When the battle is over Reina start to recover, and rejoins your party. Use Raise or use a Tent to heal her before moving on though. Continue east; there is a big hole in the ground where the Library of Ancients used to be, but the ship spotted earlier is just to the north of it.

Airship
Go aboard to start a cutscene. Reina, who hasn't been in on the plans to collect lithographs, says the entrance to the N-Zone is where Tycoon Castle used to be. But Faris and Bartz say that they need to go to Kuza for the 12 legendary weapons, and you start for there. Meanwhile, X-Death, drunk with power, starts attacking the towns of the world and sinking them into the Void. From the airship you can see this happening but there's nothing you can do about it, though Bartz, in a rage, starts wildly driving the airship faster and faster. Eventually Bartz calms down and you're in control of the airship.

In all, four towns were sunk, but you can now visit the ones that are left. Of these, Tule Village, Town of Karnak, Surgate Castle, Moore Village have nothing new but updated gossip as already noted. There are six others, namely Kerwin Town, Jachol Village, Cescent Town, Lugor Bordertown, Val Castle, Kelb Village, but in all but one there is nothing new but updated gossip. The exception is Lugor Bordertown, where if you talk to the girl between the shops she will give you a Ribbon. You may want to visit the othe towns just for gossip since there are important clues.

There are ten other points of interest on the map. One is former location of Tycoon Castle which is now the entrance to the N-Zone. There is nothing stopping you from entering the N-Zone right now if you want to; just fly over the hole to be sucked in and start up the ariship to fly out again. The former location of the library of ancients is also marked, though there is nothing there now. There are four dungeons marked: the pirate cave, the Wind Shrine, North Mountain, and the Valley of Dragons, Go to the pirate cave and through to the pirate hideout, then after a short cutscene, you get Faris' old friend Hydra as a Summon spell. There is nothing new in the Wind Shrine, Valley of Dragons, nor at North Mountain unless you want to take on Behamut and that's not recommended at this time. (You can't reach North Mountain right now anyway, stay tuned.)

There are two towers marked, but these are dead ends for now, which leaves and the Sealed Castle and the Island Shrine. The Island Shrine is the location of the next lithograph, but we'll save that for a bit and go to the Sealed Castle.

Sealed Castle
Look for the castle east (about half way to Torna Canal) and a bit north of Tule. Enter and speak to the scholars (these were formerly at the Wind Shrine) to get a revoery urn. Speak to the head priest if you want to refresh your memory on the Sealed Book. Continue north until you reach the Sealed Room; have Flee or Dustb equipped here since some of the random battles are difficut to escape fron. The main area has the twelve legendary weapons arranged in a circle. They are, going clockwise from the top,
 * Excalibur (the real one, useable by Knight),
 * Assassin Dagger aka. Assassin (Useable by all except Monk, W. Mage),
 * Ninja Blade aka Sasuke (Useable by Ninja),
 * Holy Lance (Useable by Lancer),
 * Rune Axe (Useable by Berserker),
 * Mesamune (Useable by Samurai),
 * Yoichi's Bow (Useable by Hunter),
 * Fire Bute (Useable by Trainer),
 * Sage Staff (Useable by W. Mage, TimeMage, Chemist),
 * Magus Rod (Useable by B. Mage, TimeMage, Summoner, BlueMage, Red Mage),
 * Apolon Harp (Useable by Bard),
 * Earth Bell (Useable by Geomancer).

Check the pedestal with the sparkling lights to place the lithograph; you can now unlock and obtain three of the weapons. Depending on your current jobs, some of these will be more useful than others. But you will get all of them eventually so there's no need to agonize over your choices too much. Note, some jobs won't be able to use some of these weapons, even when they would normally be able to use a weapon of that type. For example neither BlueMage nor Red Mage will be able to use Excalibur. Since nearly any job will be able to use the Assassin, it's recommended that you get that one in the first round, and pick the other two accordning what jobs you're planning use for the next lithograph. When you have selected the three weapons you want, check the pedestal again to exit. (The game does not let you leave without selecting three, so don't worry about missing any.)

There is a cutscene in X-Death's lair. He speaks to the monsters from the N-Zone now under his control, and tells them he needs volunteers to fight the crystal warriors (meaning you) and prevent them from getting the lithographs. Three volunteer and presumably will be seen later.

Mirage village
Before going on to the next lithograph there is another optional area you should visit. You will hear rumors of a town hidden in the forest if you talk to people in Crescent. Head south and west, following the long isthmus. (This is formed from the island chains in the other worlds.) Explore the forest at the southernmost part until you enter a village. This village does not alway appear in the same spot, so you may need to move around for a while before you get it.

Talk to the people to learn that this village was frozen in time in the N-Zone, but has been released now that X-Death is trying to unleash the Void. Before exploring any of the buildings, equip the Secret ability since there are many hidden passages here. Stay at the inn for 70GP; the item shop is here as well. Go north and up some stairs to the pub for gossip. The Magic and Armor shops are south of the pub. The Weapon shop is down the stairs and to the west of this. The inventory here includes items an spells that either weren't available in shops before, or are no longer available because the shop has disappeared. But if you have good about collecting treasure up to now then you should already have at least one of most of the items already.

This covers the easily accessible parts of the village, but there are other parts which are more difficult to find and you may have caught of glimpse of these. First, notice there is a door behind the bartender in the pub. Go around to the north side of the pub and keep looking for the hidden door, when you find it you come in behind the bar. Check for treasure, the go down the stairs to a small room. You can start the Chocobo tour subquest here. Exit south to an area that isn't reachable otherwise. Go south through a tunnel and enter the building to the left of the Weapon shop. There is a healing urn here in case you want to save 70GP on the inn. Continue north and talk to the villager to learn that each store has two merchants. Since only 5 merchants have been covered up to now, and this person is claiming there should be eight, that leaves three left to discover. Go down the stairs here to the basement. Take the corridor sount, go east to the corner, and north to reach the "guild" section of the weapon shop.

Go back to the basement. There is a door here, but if try to go inside it's too dark and spooky. Follow the hidden passages west until you reach a small room with a piano, this is the last piano in the Piano subquest. You passed a stairway on the way to the piano but ignore it fot the moment. Return to the pub and exit the hidden door. Now go back to the magic shop. There is a hidden passage to the left which is a dead end but reveals a room reachable from somewhere else. Using this a clue, go to the west side of the Magic shop and fid the hidden door there. Follow a short hidden passage to reach the "guild" merchant for the Magic shop.

Exit and go to the Armor shop. With Secret you can see see a hidden passage leading west from behind the counter. Check the north end of the counter and it will slide out of the way, now you can follow the hidden passage to the "guild" merchant for the Armor Shop.