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. You will need to head east to exit the graveyard.

Walk along the fallen mast to the first ship, and enter it from the back. Head in the ship. The middle door leads to a small room where you can get a tent, but you will have to go further down and through the water. To enter the flooded section, enter by the left-most tile, which is a staircase.

The stairs to an even lower part of the ship can be found in the water. When you enter, search the crate with the skull painting to collect 990 Gil. At the north of the room are two doors; the northern one leads to a Phoenix Down, and the south leads to the exit. Proceed along south down the passages until you begin to see a dry area; head along the center to the exit to avoid falling down a hole.

You will now watch a cutscene where the party rests to dry up. You can procced to the north for the savepoint, and re-emerge on the surface.

On the surface, head to the right and walk along the boards to the south. Jump on the broken boar, and enter to get the world map. You can enter the stairs to also collect 2 antidotes and a phoenix down.

Jump along the rocks to the boat on the right. Open the chest to raise the boat, and head north to attack the Siren.

The Siren has 900 HP and alternates between a weak "living" form, and a strong "undead" form. The living form is vulnerable to physical attacks, such as those from monks or knights.

After killing the Siren, head north to enter the wilderness.