If you haven't been to Tule already, watch the pirates rush the town pub, screaming for 'grog!', and Faris will temporarily leave your party.
Tule is west of the Wind Shrine, and has a lot of fun things to do, such as the Beginners house, see the previous page in the walkthrough for a rundown on what you can get there.
To further the hilarity of the pirates, go and have a chat to them, they're (obviously) in the pub, and to get an even funnier scene go and talk to the dancer girl... the scene is just mind-boggling. Go and play the piano there, and laugh at your sprites pitiful attempts at playing scales. Upstairs in the pub is the pinnacle of Tule pub humour, though, involving a sleeping Faris...
You can go and upgrade your weapons and armours at their respective shops, raising the good question of how the hell Faris knows that you're there.
To continue the storyline, go up to the big house at the end of the village, where Lenna remembers that Zok lives. Since he built the canal, wouldn't he have a key? Enter the house for a cutscene. After the cutscene, you have the Key to the Torna Canal!
Make your way to the canal, use the key, and you're in the Canal.
It's pretty straight forward here, just continue down the canal. Monsters in this region will prefer to target Lenna or Faris until you get a cutscene, now for the Karlabos:
Karlabos can use the tenticle attack that will paralyze one of the characters for a short while, and has no preference on targets.
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.