After agreeing to assist the Shieldbearers, a blue exclamation mark will appear at the House by the Sea. When you have spare time, pay Datz and Zatz a visit to learn of an eerie ship that has been sighted sailing during some nights. The details of the ship’s location are very fuzzy so we recommend you just ignore them.
Simply sail around the sea around Grandship, during the day or night, and you’ll find a massive area of fog in one of three random locations relative to Grandship: north, south-west and south-east. Approach the fog and the party will decide to head into it or leg it in fear.
Once inside the fog, the crew will disembark on a ghost ship known as the S.S. Funky Francisca; there are honest-to-goodness ghouls on board too… After getting their bearings, the party hear a loud voice come from deep within; time to explore the ship then…
First, inspect the far left of the ship to find 2000 pg. Next, check the area immediately to the right of the central mast to find a Viking Axe (you may feel cheated if you bought one from the stores). Finally, head for the captain’s wheel to the ship’s far right to find the source of the voice; needless to say, prepare for battle!
Boss: Captain Barbarossa
This hulk of a man is a beast at laying down damage, so you need to be quick at keeping up with his damage. Equip the White Robe onto your healer for optimum healing power and the Hermes Sandals to out-speed the pirate! Barbarossa will use Defang to drop somebody’s attack and Shell Split to lower one character’s defense.
Occasionally he will Brave and use Shell Split followed by Double Damage, which does as its name suggests. If you’re unlucky, you’ll be left with a fallen ally, but you’ll have a free turn while Barbarossa is immobile to fix things.
Throughout the battle, use Default to mitigate damage and build up your BP for a rainy day. For offense, Barbarossa is weak to lightning and has poor magic defense, so Thundara (whether used by a Black Mage or Spell Fencer) is great.
Once he reaches low HP, he will Brave twice to unleash three nasty attacks on one turn, which can be horribly destructive to your party. However he will become immobile for two full turns, so you can use this opportunity to repair your party and dish out your own heavy punishment.