From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
Control selector Select controller:
SNES, PSX, GBA

Tule (second visit)[edit]

Since the first visit to Tule is optional, you might have skipped it. In that case, read the section on Tule on the previous page.

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 have not done so, go to the Magic shop and buy all the spells, especially Cure. It may seem pointless to get the Black Mage spells if you have no Black Mages in your party, but most players usually 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 Lenna 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 Lenna talk in her sleep about defending the crystals. Zok sees Bartz and gives him the key. 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 him. He tells them to stay in Tule and wait for him and they reluctantly do as ordered.

Ship[edit]

When you board your ship again 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 it is a good idea to pick up the Blue Mage spells available in the area. These are Goblin Punch from Goblins and Black Goblins, Red Feast from bats in the pirate cave, and Aero from Mold Wynds in the Wind Shrine.

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

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

Torna Canal[edit]

Complete the Bestiary
This is a one-time visit. Make sure you've fought Sucker and Octokraken before you reach the whirlpool. Oddly these 2 mobs only attacks Lenna and Faris for some reason.

Inside 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 Bartz uses 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.

Karl Boss
Boss level: 5, Recommended party level: 6
HP: 650, Weaknesses: Lightning, Nullifies: None, Absorbs: None
Gold: None, ABP: 5, Drops: Tent
Description/Strategy

Preparation: Make sure you have a character, preferably two, who can cast Cure. Since the monster is weak against lightning, it is also helpful to have a character or two who can cast Bolt. A White Mage with the !Black ability and a Black Mage with the !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 uses Tailscrew which reduces the target's HP between 1 and 9. Whenever this happens, cast Cure as soon as possible or use a Tonic if your healer is paralyzed.

The cutscene continues. Syldra 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 in the open sea until it grounds itself at the Ship Graveyard.

Ship Graveyard[edit]

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

Treasure in Ship Graveyard
Found Container Location
Flail Chest Follow stepping stones south just after leaving pirate ship.
Tent Chest Middle room, first level down in broken ship.
990 GP Crate South end, second level down in broken ship.
Phoenix Down Chest Room through north door, second level down in broken ship.
Tonic Chest East side, third level down in broken ship.
Antidote Chest Below cabin, ship with map.
Antidote Chest Below cabin, ship with map.
Phoenix Down Chest Below cabin, ship with map.

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, and Faris in particular, seems skittish about moving through the flooded decks because they will get wet. Bartz decides that it's the only way through, so continue on (It's not clear whether they are wading, holding their breath, or have grown gills, but somehow they can survive down here.). Go down the staircase to the southeast to descend to the level below.

Follow the stairs down, then 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. Lenna heads for another room to change while the rest stay in the main area. Bartz lights a fire, and then he and Galuf try to take Faris' clothes off to dry, He tries to resist, but soon they discover that Faris' gender! She warns Bartz and Galuf to show her the same respect they did before and heads off to bed. The next morning, Galuf stumbles out of bed and is still a bit confused, but Bartz and Lenna decide not to worry about it and 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 Lenna went to change earlier, and find, at last, a save point. This is the only save point between Karl Boss and your next boss battle so use it. You can also use a Tent here as with the save point in the Wind Shrine, but use the rest area in the previous room instead to save on resources. Continue north and go 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, which now 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 look again. 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. Nearly everyone is mesmerized by these visions, but Galuf, who serendipitously has amnesia, cannot remember his granddaughter and the spell has no effect on him. He rouses the rest of the party before the sorceress who created the illusion can drain their life force.

Siren
Boss level: 2 (Living and Undead), Recommended party level: 8
HP: 900 (Living and Undead), Weaknesses: None (Living), Fire, Holy (Undead), Nullifies: None, Absorbs: None
Gold: 0, ABP: 5, Drops: Bronze Armor (Living), BronzeShield (Undead)
Description/Strategy

Preparation: Have a good mix of fighters vs. mage type jobs. Make sure all the mages other than the White 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 and restorative magic. The living form casts a variety of status spells which you will be unable to counter, so wait them out while keeping HP high. Among these are Slow which reduces the rate at which the target's ATB gauge fills up. She also casts Cure on herself and various Black magic (Bolt, etc.). Use physical attacks in this stage, using your mages to heal any damage. The undead form has an attack which inflicts Poison, cast Antdot or use an Antidote to remove this. Otherwise use Fire and Cure to deal damage. Your fighters will not be dealing much damage so have them Guard so they do not take a lot of damage.

After defeating Siren, everyone thanks Galuf for saving them from the visions. Head north to enter the wilderness.