Final Fantasy V/The Fire Crystal

Walz (return)
Go back to Walz for clues on what to do next. In the town you learn that the king was wounded and is recuperating in the castle. The soldier you saw trying to protect the crystal and is now at the castle as well. Go to the castle and find the king in his chambers, left of the throne room. The king says a meteor also fell in Karnak and you must go there to protect the Fire crystal. Now go to the barracks, located in the 2nd floor, and talk to the soldier who's also recuperating in bed. He says something about warping from Karnak while examining the meteor there. So it looks like the way to get to Karnak is to warp in the reverse direction from the meteor in Walz.

Go back to the meteor and you can now go inside. At the innermost point is a teleport similar to the one in the Wind Temple. Step in and, after a short cutscene, you're taken to a similar teleport in another meteor. Get back outside to find yourself in a meteor just over a mountain range from Tule.

Town of Karnak
Head west, then north following the shore, turn left when you reach a gap in the mountain, and follow the valley south. You reach the Town of Karnak. There are a castle and a boat nearby but you can't enter because of guards.

Go to the inn on the east side and rest for 20GP. The Item shop is here and has the standard inventory. Go west to the pub where you can pick up some interesting gossip and complete another part of the Pianos subquest. After doing everything else here, go shopping.

The magic shop is closed but the weapon and armor shops are both open, just south of the pub. When you peruse the inventory you may notice that the prices seem too good be true. That's because they are too good to be true and the shops were meant to lure you in and be captured by soldiers. A cutscene begins.

Karnak Castle
The soldiers accuse you of being monsters from the meteor, which is, admittedly, half right. You find yourself in a prison cell. After a few moments, an old man in the next cell blows up the wall between you. Talk to him to learn that he was trying to escape but broke into your cell instead. He introduces himself as Cid, the inventor of the crystal amplifier. Cid was trying to warn people about the Fire crystal being in danger of breaking, but was thrown in jail for his efforts. You show Cid one of the crystal shards to prove that you too are trying to save the crystals before it's too late. The chancellor enters; it appears that the crystal is showing signs of stress and they can't shut down the amplifier that's running the Fire Ship. Cid offers to go shut down the ship and says he needs your help to do it. The chancellor agrees after a bit of blackmail from Cid.

You are now free to go. Talk to the guards on the way out to learn that someone called the Werewolf has been seen in the area, and the Queen of Karnak has gone missing. You may notice there are several chests and doors that are visible but can't be reached because there are fires in the way. As you leave, the Werewolf appears at the gate but soldiers scare him away.

Town of Karnak (return)
Return to Karkak to update your spells and equipment now that the shops are open for real. There is Mythril armor to replace the Iron armor from from Walz. Don't buy the Fire Rod as you don't need it right away and you'll get at least one for free very soon. The magic shop, located in the southeast corner, has so many spells that they need three counters. There are quite a few new items and you might not be able to afford everything, but keep in mind that your next enemies are likely to be Fire based so your spells should probably be Ice based to counter them.

The dungeon coming up is a bit of a challenge, but you can prepare yourself a bit by stocking up on Eye Drops and having the SilvrGlasses equipped on your main fighter. When you're done, exit town, save, and head for the ship south of the castle.

Fire ship
When you enter the ship Cid welcomes you, saying that the engine is still taking drawing power from the crystal, and that monsters are present in the steamship. He leads to you the door to the cabin. Unlike the Water tower, finding your way around the ship is tricky and if you're not careful you'll wind up hopelessly lost inside.

In the first room, you can either explore the side paths for some items, or head to the northernmost door to proceed to the next area. After going up the first elevator and down the second, you will reach the second portion of the ship.

In the second area, enter the vents to the west of the elevator, to eventually reach a room with three elevators and four pipes. The rightmost pipe leads to the Green Beret helm. The second pipe from the right leads to the Thief Glove, while the third pipe from the right leads to the right-hand section of the lower floor. From there, you can go to the right-hand stairs to collect the Full moon, or head through the northern then western door to reach a save point.

You should reach a maze of platforms. To proceed through the maze, you will need to flip almost every switch you pass; the only exceptions being the southernmost switch, and the switch closest to the north-east exit. The northern most chest can be reached by flipping the switch in the northwest corner, and it contains an Elixir; if you don't want it, you can skip that switch.

Liquid Flame
When you reach the steam room, Queen Karnak will suddenly be enclosed by a shadow before sending Liquid Flame at you. Prepare for this battle by allowing you team to alternate between Ice and Physical attacks. In addition, these attacks need to be as powerful as possibly

Liquid Flame will retaliate against any attack you make against it, and will change among its three forms when struck:
 * The humanoid form is weakest against Ice magic, especially from the Mystic Knight.
 * The Hand form is resistant to magic.
 * The vortex form will try healing itself by casting Fire 2. It is slightly resistant to attacks, but can still be hit.

Escape
After the cutscene with the Fire Crystal being destroyed, you will have 10 minutes to escape from the castle, including time spent defeating the final guards. If you are low on health, use the urn in the room south of the save point.

While it is not difficult to escape the castle, the challenge is opening as many chests as possible within the time limit. It's possible, but difficult to collect them all. Each chest containing an item attracts monsters, requiring time. Any chests left closed will be lost forever.

The most important items are:
 * Ribbon, located to the left of B3.
 * Shurkien, located on the right of B3.
 * Elf Cape, located on the left wing.
 * Guardian (knife), located on the right wing.
 * Heal spell, located left of the entrance.
 * Thunder scroll, located right of the entrance.

You can open three chests containing 2000 gil: One is in the western prison room, and the other two are on 2F near the stairs to 1F. All other chests contain Elixers, which can be found on monsters outside. Depending on the monsters encountered, you may also collect other items, such as Ethers or Giant potions.

Before you can escape, you will be attacked by a Sargent and three wolves. If the Sargent is alive while the three wolves are dead, he will switch to his true form, Iron Claw.

Shards of the Fire crystal will fall to the ground, giving you three new jobs. The flames will also disappear in Karnak, allowing you to collect a Fire Rod. An additional merchant will also appear in the weapon shop to sell additional weapons.

Queen Karnak has been moved to the second floor of the Inn, while Dr. Cid, once you speak to him on the Steamship, is upset and will move from the Steamship to the second floor in the pub. You can learn about his grandson Mid, at the Ancient Library, by talking to him in the pub.

The wall, being destroyed along with the castle, is no longer an obstacle. The duct from the Steamship power room to the crystal room has also been destroyed.

Monsters
Outside plains:
 * Zuu, Grass Turtle, Aegil

Outside Forest:
 * 5 Wolf pack

Inside Ship:
 * 2 Crew Dust
 * 1 Poltergeist, 1 Defeater
 * 2 Poltergeists
 * 2 Motor Trap (appears after battle)

Escaping Karnak:
 * 1 Sargent, 3 Karnak (wolves)
 * 1 Gigas
 * 1 Sorcerer
 * 1 Sorcerer, 2 Karnak
 * 2 Sorcerers