Final Fantasy V/Ship Graveyard

Tule (second visit)
Since the first visit to Tule is optional, you might have skipped it. In which case, go back to the previous page and read the Tule section there.

There's nothing new for sale in the shops, but if lack of funds was all that was stopping you from filling out your weapons and armor before then you might want to do so now. If you haven't already, go to the Magic shop and get the spells there, starting with Cure. If you don't have a Black Mage then it seems pointless to get the Black Mage spells, but most people will have a Black Mage character at some point so you might as well get them now.

To continue the storyline, go to Zok's house (the big house across the bridge north of the village). If you happened to try to get through the Torna Canal you will have found that the gate is locked, but it turns out Zok built the canal so he's the one to talk to about it. Enter the house for a cutscene.

Zok recognizes Princess Reina and she requests the key, but Zok is worried about the monsters there. He says he lost the key anyway and asks your party to stay the night. Later, in the middle of the night, Bartz wakes up and decides to take a walk. There is a flashback where a young Bartz overhears his parents talking about defending the crystals. Back in the present, Bartz goes back inside and Zok is seen listening to Reina talk in her sleep about defending the crystals. Zok sees Bartz and gives him the key; turns out it wasn't lost after all. The next morning it's time to continue your journey. The Canal Key now shows up in your inventory under Rare items.

When you leave Tule, Faris rejoins your party, as you may have seen before, but this time the other pirates try to join her. She tells them to stay in Tule and wait for her and they reluctantly do as ordered.

Ship
When you reboard your ship there is another cutscene. Reina tells Bartz she's worried about what will happen without the Wind Crystal; perhaps the birds will no longer be able to fly. If the other crystals are lost then it will mean the earth will descend into chaos. Galuf and Faris join them and agree that they should do everything they can to save the crystals, as well as find the king if possible.

If you have a Blue Mage then it's a good idea to pick up the Blue Mage spells available in the area. These are GobPunch from Goblins and BlakGoblins, Red Feast from bats in the pirate cave, and Aero from Maulwins in the Wind Temple.

Now is a good time to save, in fact save in a different slot and don't overwrite it for a while since once you use the canal key you won't be able to get back to this area for a while.

Head east to find the canal. There are monsters on the shores here which are tougher than those found in the rest of the area, but with your new job abilities they should be manageable.

Torna Canal
Inside the the canal itself you may have to fight monsters aboard ship; they will prefer to target Lenna or Faris. Make your way to the gate and check it to get a short cutscene where use the key, which disappears, and the gate opens.

Follow the channel until you get another cutscene. A whirlpool forms in the channel and starts to draw in the ship.


 * Boss: Karl Boss
 * Scan: Level 5, HP 650, Weak vs. Bolt
 * Reward: 5 ABP, Tent
 * Recommended party level: 6
 * Preparation: Make sure you have a character, preferably two, who can cast Cure. Since the monster is weak to Bolt, it's also helpful to have a character or two who can cast that spell. A W. Mage with !Black ability and a B. Mage with !White ability make a good combo here.
 * Tactics: Karl Boss has a special attack, Tentacle, which paralyzes the target putting him/her out of action for a while. It also casts Tailscrew which reduces the target's HP to a value between 1 and 9. Whenever this happens cast Cure as soon as possible, or use a Tonic if you're healer happens to be paralyzed.

The cutscene continues. Hydra manages to save you from the whirlpool, but is sucked in and disappears. Later, Galuf and Bartz wonder how to console Faris who is distraught over losing his pet. The ship, with no means of propulsion, drifts at random until it grounds itself at the Ships Graveyard.

Ship Graveyard
When your team awakens, you can go downstairs, adjust any jobs required, then have your party rest for free. Unfortunately, you can't save here.

The graveyard seems very maze-like but is actually fairly linear. Head east along the fallen mast to the first ship, follow the stepping stones here for treasure. Continue to the north end of a broken ship and enter the door to the cabin. In the first room, take the stairs on the east end to the next level down. Explore here to find treasure in the middle room, then back and continue south for a small cutscene. The party seems stymied by the flooded decks. But you decide it's the only way through so continue on. (It's not clear whether you are wading, holding your breath, or have grown gills, but somehow you can survive down here.) Go down the staircase to the southeast to the second level down. Follow the stairs down, search the search the crate with the skull painting for treasure. Go up the stairway to the west to reach the north end of this level. There are two doors here; start by going north.The upper part of this room is dry, but take the stairs down to find treasure which you can see below the balcony. Go back as the room is a dead end otherwise, and now take the south door. There is room here also with a balcony; take the stairs down, go to the southeast corner and down the hatch to the third level.

Collect the treasure on the right, then take the path on the west side to the north end take the stair. This is the lowest level so from now you'll be heading upwards. Head south to a dry area; there is a hole here, not visible, but if you fall in you land back in the fourth level, unharmed otherwise. Enter the room for a cutscene.

You enter a safe, dry area and decide to dry your clothes and rest. Reina heads for another room to change while the rest stay in the main area. Bartz lights a fire and he and Galuf try to take Faris' clothes of to dry, but soon they discover that she's actually a woman pretending to be a man! It seems none of the other pirates would accept a female leader so she's never revealed her true identity even to them. She warns Bartz and Galuf to show her the same respect they did before and heads off to bed. The next morning Galuf is still a bit confused but you decide not to worry about it get on with the journey.

You can now rest and heal in this room just as in the pirate ship. Go through the northeast door, where Reina went to change earlier, and find, at last, a save point. This is the only save between Karl Boss and your next boss battle so use it. You can also use tent here as with the save point in the Wind Temple, but use the rest area in the previous room instead. Continue north, up three levels to emerge on the deck of the broken ship again, but this time on the southern end.

Go east along the fallen mast, there is a stepping stone leading to a chunk of ship east here but it's a dead end. So follow the pieces of wood south to another chunk of ship; this one has its cabin intact. Go inside to get the World Map, this appears in your inventory under rare items. Go down the hatch here to find treasure then back to the deck.

Jump east along the rocks to another chunk of ship. This looks like a dead end but but Open the chest to raise the rest of the ship, and head north over the stepping stones for a cutscene.

Everyone in the party sees people from their past; Bartz sees his mother, Reina and Faris see the king, and Galuf see his granddaughter. Nearly everyone is mesmerized by these visions, but Galuf, who serendipitously has amnesia, can't remember his granddaughter and the spell has no effect on him. He rouses the rest of you before the sorceress you created the illusion can drain your life force.


 * Boss: Siren
 * Scan (living): Level 2, HP 900
 * Scan (undead): Level 2, HP 900, Weak vs. Fire
 * Reward: 5 ABP, Bronze Armor (if you defeated the living form), BronzeShield (if you defeated the undead form)
 * Recommended party level: 8
 * Preparation: Have a good mix of fighters vs. mage type jobs. Make sure all the mages other than W. Mage have the !White ability. Your fighters should have the !Guard ability selected if possible. Have a few Antidotes on hand and, as usual, Tonics just in case.
 * Tactics: Siren alternates between a "living" form, and an "undead" form. The living form is vulnerable to physical attacks, such as those from monks or knights, while the undead form is vulnerable to Fire. The living form casts a variety of status spells and you don't have any way to counter them so you'll just have to wait them out. Among these are Slow which reduces the rate at which the targets action bar fills up. She also cases Cure on herself and various Black magic (Bolt, etc.). Use physical attacks in this stage, using you mages to heal any damage. The undead form has an attack which inflicts Poison, cast Antidot or use an Antidote to remove this. Otherwise use Fire and Cure to deal damage. Your fighters won't be doing much good in this stage so have them Guard so they don't take any damage.

After defeating Siren, head north to enter the wilderness.