In this part:
- Meeting Lenna and Galuf
- Recruiting Faris the Pirate
- The Wind Shrine
- Shopping in Tule
So, on a chocobo. Ride east to the meteor which doesn't look like a meteor; you can't dismount your chocobo for some reason. Go around to find an unconcious girl and two Goblins you must defeat. You now have to enter the main character's name. Bartz is default and the one I use. Go north and talk to the sleeping old guy. Lots of sleepy people who can't remember much. Maybe they were knocked amnesic during a sleepaway camp?
Lenna remembers we must go to the Wind Shrine, so it stands to reason we have to go. She and Galuf run off and leave Bartz behind. Mount Boko the chocobo and follow the trail past the mountains west (the ONLY way to go). We now must save Lenna and Galuf from Goblins AGAIN. Way too easy, all you gotta do is attack.
Lenna and Galuf join your party!
It's a good time to look at stats by pressing B. Bartz is level 2 wielding a Broadsword; Lenna is level 1 with a Knife; and Galuf is level 1 and unarmed. So he won't do much. Head north to the cave.
After heading north, Bartz notices a hot spring. Just like in MOTHER 3, entering it will restore all your HP/MP, but without the weird haiku. Head north into the next room to find a Leather Cap, and then press the skull to let yourself in. Go around to the left exit, and you'll see a skull and crossbones. PIRATES! After walking around, Galuf gets an idea! Steal dat magic ship to get to the Wind Shrine, whyever we need to be there. Head east to board the ship. Select the steering wheel to cast off... or not.
We get caught, and LENNA IS A PRINCESS! WOW! Well, it doesn't stop us from getting caught. Then the captain of the ship frees us and decides to go to the Wind Shrine as well, as well as...
Faris joins your party!
Well this is a nice paragdim shift ain't it? The pirate offers to drive the ship for us, we should let him. He takes us straight to the Wind Shrine.
Dock the ship, enter. Go over to where the old ladies are running around and select the container to restore HP/MP. Head east and go up the stairs.
On the second floor, head west to find a Tent. In the next room is a consecrated circle with which you can save and use a Tent if you want. After that is a Leather Cap to the east, stairs to the third floor to the west.
On the third floor, go around to the door on the left. Inside is a Broadsword. Since Galuf is unarmed, it should go to him, y'know? Talk to the giant birdie for our first boss battle!
All you can do is attack and use Potions. So attack, and when he covers himself up, use Potions if you must. Don't attack when the tail's up -- I mean, the wings are closed, unless you want Wing Raptor to deal a painful claw attack. Breath Wing can hurt the whole party, but not by much.
Go to the fourth floor and in the door... and the Wind Crystal! NOOOOOOOOOOOOOOOOOOO! And King Tycoon! NOOOOOOOO! Us Warriors of Light are in trouble! What's this? New job classes? Take the teleporter out of there, and Boco will explain how to use Job Classes. Use the magic healing jug, then set up your jobs using the job command:
- Bartz and Faris should be physical jobs, preferable Monk or Knight. Blue Mage is also acceptable.
- Lenna and Galuf have better magical stats, so they should be Black or White Mages. Blue Mage is also a good choice. Black and White Mages should also be in the back row, as their spells are long range. Rows can be changed by pressing the left arrow key on the menu, then pressing A when you select a character.
A full list of your new jobs can be found here.
Me, I made Bartz and Faris Monks, and the others Blue Mages for now. See, Blue Mages learn new spells by being hit with them, and Goblins cast the Blue spell Goblin Punch. Goblins are common in the Wind Shrine. As for Monks, they don't need a weapon so they're pretty economical, and they counterattack sometimes. Off to Tule in the west.
Stop by the armory (has a shield on it) and buy 2 more Leather Caps for equipping. Also buy every magic spell in the house (the shop as a flail on it). At this point I made Lenna and Galuf White and Black Mages respectively, since they now have spells to cast. You can stop by the weaponsmith to buy new weapons if you want, or the large building west of the town entrance to learn basic adventuring tips. All this (except the adventuring tips) is very pricy, so if you need to, you can get money by killing Goblins outside of town.
When you're done, head north to Zok's House (the big mansion at the back of town). You get the canal key and can now sail further east! Hooray! Return to the world map and save your game. That's a wrap.