Final Fantasy V Walkthrough
Written by Djibriel
Contributor
3.5: Airship Exploration
Enemies: Exdeath's Soul, Slug, Gloom Widow, Mykale, Frost Bull, Istory Lythos, Spizzner, Nix, Water Scorpion, Vilia, Gel Fish, Rukh, Sea Devil, Stingray
Treasures: Cottage
Blue Magic: Moon Flute,
1000 Needles,
Lilliputian Lyric,
Aero,
Mighty Guard,
Goblin Punch,
????
Features: Syldra, Sinewy Etude
Now that you've gotten the airship, there is a lot of stuff you can do. I'll give it to you in the most logical order, which isn't that hard. First off, we're going to raid this entire place of all its little treasures we can find without diving head-first into one of the deathtraps this game regards as 'dungeons'. The goodies:- A powerful new Blue spell,
Mighty Guard
- A
Ribbon from an NPC from Regole and a Cottage found in Carwen
- A new song, the Sinewy Etude
- A new Katana, the
Murasame
- A new summoned monster, Syldra, found in the Pirate Hideout
- Three weapons from the Sealed Castle of Kuza
- Rare stolen weapons including a
Rune Blade, a
Defender, a
Murasame and a very rare
Dragon Whisker
- A new summoned monster, Odin, fought in Castle of Bal
Where Tycoon Castle once was, the Void broke free of its 1000-year old prison, at the same location it did one millennium ago. Don't fly the airship into it; you'll get sucked into trouble you can't handle yet. If you do, it's no problem; you can leave by simply re-entering your airship.
In the northeast corner of the World Map lies the massive Gloceana Desert. To the west lies Regole. Remember the little girl here whose

Carwen is located in the southeast corner of the Gloceana Desert. Here, you can find a Cottage from a barrel you couldn't pick up earlier, as an NPC was blocking the path. Go right of the Pub, down at the docks, middle barrel. If you freed Lone Wolf, you won't be able to get the Cottage here as the fiend has taken it.
Also, one of the women (the one south of the Pub, between two bushes) here asks you if you think she's pretty. If you answer "yes," ‘she' will reveal her true nature as a mimic and speed off. The person you just spoke with was Gogo, master of the simulacrum... his miming skills will astonish you. You'll meet him later, have no doubt. In addition, the NPCs here are of the weirdest variety. One of them mentions how the odd mimic was planning on visiting the Tower of Walse. This is a plot hook. There is a piano here if you missed it before.
Northeast of the Desert of Shifting Sands, in Castle Surgate, you can find some scholars who escaped the Library of the Ancients. No matter, they're not important. I mean, they're important in the sense that every human life is unique and priceless like a beautiful snowflake and all, but they're not directly relevant to our quest. If you didn't get the Cottage here yet, now's the time!
The long, thin stretch of land in the southeast corner of the Map has a slight bulge in it. This is the former Crescent Island. Fly there to find the Minstrel who offered to teach you new songs based on your piano skills earlier. If you've played all seven pianos so far, your rendition of Mozart's Alla Turca should impress him enough to compose the Sinewy Etude, a song which slowly increases your Strength in battle. An etude, for those unfamiliar with the player's side of music, is a piece of music written to make the player more competent at his instrument; it's a kind of homework. Also in Crescent: Mid! He's panicking, not confronting issues at hand and generally unfit for military service should the opportunity present itself. Whatever, let him be. He might find the personal strength to deal with his personal demons. Probably not, though.
Take the airship to where Lix used to be, now a gaping black hole across the coastline to the far north and a bit to the east. Alternatively, you can sail to the very south-eastern corner of the World Map (or, if you want to take a look at the enemy encounter map for this world, about half the squares with sea). Here, while sailing around, you'll always encounter a Rukh bird (rarely with two Sea Devils). This bird has a rare





In the very southwestern corner of the World Map, more fun stuff is happening! Nix are Sahagin upgrades, boring as hell. You can get



Water Scorpions are all over the place; just sail around in any location besides the two I just gave. South of Moore is a piece of desert, for instance; west of this desert lie waters that include a 65% shot at finding them. They just attack physically, or may !Sting you to set Paralyze. They're weak to Lightning! On the ocean, imagine!
For more information on this subject of sea (or land) encounters, see the guide linked above.
You can spot Boko on the World Map as well. From here, you should be able to find the Pirate Hideout. You can land in the little hole in the mountains for a shortcut. The party will enter the cave where the pirates live only to have Faris rush off to a nearby shore. Syldra will appear, and with the help of Krile she'll give us her power. Remember kids: friendship can only be measured in battle power. Man, I'm so nihilistic I think Sartre was full of it! Syldra's Thunderstorm is a massively powerful Wind-elemental attack which you can boost with the

Fly back to Tule. To the east and a bit to the north lies the Sealed Castle of Kuza. The scholars of the Wind Shrine now inhabit the halls. With the tablet, you can go to the room with the twelve weapons. As soon as you place the tablet on the sparkling tile, the exit will submerge and you can pick out any three of the twelve weapons sealed here. Before you reach the room of the Twelve Weapons, though, you might encounter Shield Dragons or an enemy called Exdeath's Soul, that elusive #87 you've been missing in your Bestiary for half a game now.
"I've got Exdeath's Soul, but I'm not Exdeath's soldier" - The

These phantom spirits of a great and terrible mage (guess which one) have 20000 HP (!) and are immune to all status ailments. They are weak to Holy-elemental attacks, are Heavy, Humanoid and Undead of nature and will either use physical attacks or try to set Death by means of either


!Drink + !Mix (Holy Breath) is very powerful. This is a random fight that may call for boss tactics;

The Twelve Sealed weapons:
Excalibur: A Holy-elemental Knightsword that's quite a bit more powerful than all other options (unless you count a fully powered
Brave Blade). Adds Strength +5.
Assassin's Dagger: A Knife that has a 25% chance of casting
Death on its target.
Sasuke's Katana: A much more powerful version of a
Main Gauche, this baby allows you to dodge 25% of all physical attacks before a Hit Rate check is made. Can only be equipped by Ninjas. In addition, it stacks with the
Main Gauche, meaning two separate checks.
Holy Lance: A Holy-elemental Lance which adds Strength +3. Second only to a difficult-to-obtain Lance you'll get in the very last dungeon.
Rune Axe: An Axe with an awesome property that is slightly wasted on the Berserker. Grants Magic Power +3.
Masamune: A Katana with allows the wielder to start with a full ATB bar every battle, allowing him or her to take the first turn in every situation. Often inflicts a critical hit, casts
Haste when used as an item.
Yoichi's Bow: A powerful bow. Grants Strength +3 and Agility +3 It has a Critical Hit rating chance of 30%.
Fire Lash: A non-elemental Whip that randomly casts
Firaga.
Sage's Staff: A Staff which boosts Holy-elemental attacks by 50%; it also deals eight times as much damage versus the Undead, casts
Raise when used as an item.
Magus Rod: A Rod which boosts Fire-, Ice-, Lightning-, Poison-, Earth- and Wind-elemental attacks by 50%. Deals Fire-, Ice- and Lightning-elemental damage.
Apollo's Harp: A Harp that deals magical, non-elemental damage. Inflicts eight times as much damage on creatures with a Dragon or Undead nature.
Gaia's Bell: A Bell that has a 25% chance of using Earthquake, boosts Earth-elemental attacks by 50%.
It's hard to pinpoint the three best ones right now. The









The






I'd personally go with the







One trick with


When you're done, you'll see a brief scene of Exdeath sending some of its ultra-demons out to get you. I'm sure we won't be having to face them one-by-one at the end of certain ruins.
It's fun to see how the




To the south of the Gloceana Desert, there's a little piece of land sticking out in its neighborhood, old-time enemies such as Sahagin and Thunder Anemones appear. If you're not encountering them, you're on the wrong spot. There's a rare 1/16 chance a monster called Stingray will appear.
This creature is extremely strong and randomly drops a





As an opponent, the Stingray is resilient but manageable. It has 30000 HP. It's getting crazier and crazier, huh? It is Heavy, sadly, and has no elemental weaknesses. It can be Paralyzed (but it won't take long).





Now for the goodies!







Important note: though the


To the north, where Istory used to be, you can find three new critters for your Bestiary. The Frost Bull attacks physically only, and runs when subjected to a Fire-elemental attack (like its cousin, Big Horn). Spizzner is a mere Magic Beast cannon fodder; reminiscent of the Sand Killers, the Spizzner is not Undead. Istory Lythos may attack physically or use Frostbite; they have impressive defenses and possess a rare


Caves of Narshe: Final Fantasy V
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.