Final Fantasy V Walkthrough
Written by Djibriel
Contributor
1.10: The Lands of Carwen
Enemies: Gattling, Big Horn, Tatou, Garula
Treasures: 1000 Gil, Antidote, Frost Rod
Features: Piano
Gattling will normally just Attack, but if you hit them with an Attack of your own they'll counter with !Needle, a more powerful physical attack. They'll rarely drop the Gold Needles you so sorely missed versus the Undead Husks.Big Horns attack with Attack and (shocker) !Horn, which is a more powerful physical attack. If you hit them with a Fire-elemental attack they survive, they'll use Flee immediately to leave the battlefield.
Tatou are big ugly lizards weak to Ice-elemental attacks. That about covers it. They drop Tents.
Note that on the small patch west of Carwen, you can meet Garula, a passive massive non-aggressive tapir. Even though he doesn't attack you, he has a Bestiary entry so you'll probably want to beat him up. The lovable oaf appearing here could be considered a bug, since he should really just be found in another area; take your chagrin over this fact out on the helpless creature.
Carwen is an entirely uninteresting black hole of a town, but at least they're playing Harvest Hoedown, so that's a plus. Now I was just informed by Merriam-Webster that a Hoedown is a kind of square dance; and here I always thought of prostitutes whenever I came across the term. Yeah, it sure is funny having a foreign writer...
Item Shop: You could buy some Eye Drops, and make sure to buy some Gold Needles as the monsters in the upcoming dungeon have the power of petrification.
Weapon Shop: Your Knight(s) will really enjoy the upgrade in offensive power when you buy a new sweet Long Sword for them. At least they're no longer carrying the weakest sword in the game, eh? Your Blue Mages are less of a necessity to put a better sword on, but you'll like the increase in Goblin Punch power.
Armor Shop: It's fairly straightforward as to what to buy for which characters. Everything's flat-out better than Leather equipment so check your current Jobs and give them their suited defensive upgrade. The only point of debate is your Blue Mage, which I'd rather give a Copper Cuirass to than a Cotton Robe. Even though the Cotton Robe is better on statistics (+ 2 Defense and + 4 Magic Defense to + 3 Defense and + 2 Magic Defense of the Copper Cuirass) the enemies in this part will use physical attacks only so Defense is far more important.
Magic Shop: The new spells for sale here are Sleep for your Black Magic spellbook and Silence and Protect for your White casters. There's no reason to skip them here, especially Protect is very nice to have while both Sleep and Silence can help out in the next boss battle.
Take a nap at the Inn if you're so inclined to restore from your long journey through the Ship Graveyard. Now, walk around town and work your Chosen Warrior magic; talk to NPCs and find the hidden items. There's an Antidote in one of the five barrels to the south of the Pub (second one from the left). A much more important treasure is the Frost Rod. Stand in front of the Pub sign and walk all the way down until you can't go any further; now, go left and down until you reach the far bottom crate containing an Frost Rod.
The Frost Rod is one of the decent amount of weapons which give a damage increase to a specific element. This one boosts Ice (you're kidding!) by 50%, making the Black Mage a superior offensive caster than the White Mage (since the Black Mage can equip it) and making an Ice-elemental spell the superior attack unless the target is weak to Fire or Bolt. Always keep track of what elemental rod you're carrying and cast accordingly, as 150% damage is really sweet.
The menu says that the Rod will sometimes cast the Blizzaga spell. This is grade-A baloney! The Rod can be used as an Item from the menu (when held, open 'Item' and press up, you must equip it) to release all the Ice magic from the Rod and scatter a Blizzaga spell across the screen, destroying the Rod in the process. A bad idea.
Let's get the story rollin'. Talk to the green-haired lady to the south of the Pub, who'll tell you what we already know; there's the Kingdom of Walse to the south, a country amplifying the Water Crystal much like how Tycoon amplified the Wind Crystal. If we don't stop them soon it might just break on us, so we need to get there ASAP. However, we can't go by sea without Syldra or the wind.
And we can't go by land or sea...
Talking to the dock workers will have Bartz wondering about this constantly.
There's now another green-haired woman near the Pub who talks about her husband. Enter the Pub. There's a new piano here! Play it - you still suck. If you have someone with the Find Passages support ability, you can see a hidden passage leading to a secret room to the far left of the Pub's ground floor. In here, the top grey pot contains 1000 Gil. You can also get behind the bar this way, but there's nothing there for you. Now, go to the top floor to find the man who raves about flying dragons. He raves about flying dragons! It must be Tycoon's Wind Drake as all other members of the species are extinct. A plan is quickly devised. Poisonous purple plants or not, we must find the Wind Drake so that we can travel to Walse.
Make sure to drop by the Item Shop and purchase a few Soft items.
Leave the town of Carwen and travel north to North Mountain where the Wind Drake is supposedly residing.
Caves of Narshe: Final Fantasy V
Version 6
©1997–2024 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
©1997–2024 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.