Note: If you have not yet talked with the tourists in Kalay and went through the cut scene with the missing passenger, please go back to Kalay and read the topic about the tourists in that section.
Second Note: Before going on the ship, I recommend going back and getting all of the Djinn that you don't have up until this point. Not only is it more convenient to get these Djinn now, but you will definitely need a good bit of Djinn for the boss battle on the ship. See the previous sections for more information.
As soon as you reach Kalay Docks Garret will run out and look at the Sea that's not really an Ocean. Someone in town will correct him, and so unfolds another pointless plot development. Once Garret is done, head into the building directly north of you. Talk to the lady at the counter to buy your ticket for going to Tolbi for 800 coins. Once you've bought it, head out of the house and go west to the docks to board your ship. When you get onto the ship head over to the captain to find a crew mate and the captain talking about not setting sail due to monsters. The captain will come around and decide that the ship should sail, but a crewman won't agree with him. You'll notice that he's up to something as he runs off into the Captain's Quarters. Follow him and he'll uneasily sneak back to the top of the ship. Jee, could he have done something wrong? any ways, head into the room at the northern part of the ship and head to the northern part of that room. Several warriors /passengers will start to get impatient about the ship not setting sail and will rush to the captains quarters to persuade him. Follow them down and enter the room in the southern part of the ship. Climb up the ladder here and talk with the guy blocking your path. In this (like always) pointless and dull conversation the captain will realize that his Anchor Charm is gone. Also, there will be discussion about the sea being a dangerous place due to the monsters, and it's going to take passengers to help row incase some of the rowers get hurt. Once you get command back of your character, head out of the room and go to the observation deck which you can get to by climbing up a ladder in the middle of the ship. Press A when you get up on the plank up here to find the Captain's Anchor Charm. Now, go back in the Captain's Quarters and give him the charm. After doing that it's time for *another* conversation where you'll be volunteered for helping to protect the rowers down below decks. Once you're back in command head to the crew quarters (the room at the top part of the ship) and head down the *very* hard to see stairs that are directly behind where the tour guide is standing. Once the crewman stops talking down here you will finally set sail.
Sailing, at first, is pretty interesting. It cuts back between the different people doing different jobs and the actually try to avoid the monsters. However, this sequence is going to repeat 3 times, so it starts to get tedious after a while. Each time a monster attacks, 1 of the row men will go down and you'll want to head upstairs and pick a member of the passengers to replace him. It really doesn't matter who you pick, although you can actually get to Crossbone Island as a detour is you pick the following people in this order (thanks to email@example.com): The lady with the green skirt, then the lady with the blonde hair and a brown skirt, the old, bad guy, then finally the Merchant who is not near the staircase. According to Camelot's Japanese web site, you need to have a "weakness of power" on the right side of the ship in order to visit the island early. So, stick strong people on the left and weak people like the Chef on the right.
The first enemy that you encounter will be three Man O' War squids. These guys are basically just normal enemies and you shouldn't have many problems against them. Once those squids are defeated, the crewmen will come down and realize that a rower is unconscious. So, go upstairs and talk to someone to make them a replacement. Pick someone, head downstairs, and get ready for the process of setting sail to begin again. The next group of monsters to attack are the Lizard Monster and two rabid bats. If you used any summons in the previous round, walk back and forth along the top part of the rowing deck to get your Djinn able to set inactive again. Then, head down and get ready for a battle. These guys are a little tougher than regular monsters because that Lizard Man has a little more HP than usual. However, one summon should beat them pretty handily, or just regular attacking. Now, go replace another oarsmen and get ready to set sail. Before you pick a passenger to row, I'd recommend healing all of your characters. Once the ship gets sailing again you'll be attacked by two Man O' Wars and a flying blue bird called a Virago (sort of sounds like Viagra). Once again, these enemies are pretty easy. One summon or just a few psynergy attacks will take them down pretty handily. Go replace *another* crewman and get ready to set sail again. Suddenly it will be attacked again, this time by a monster that actually means business.
Here's some information on Krarken from Aditya Durgam [firstname.lastname@example.org]: "I have some info on the HP power of Kraken, the water demon you encounter on your way to Tolbi on the ship. Kraken is the fourth monster/ beast you encounter while sailing. -He knows Ply Well, so be carefully. -He has approx. 2447 HP. It would be best if you used all the appropriate summons with the respective elemental adept (Thor with Ivan, Judgment with Isaac, etc.). I works better that way (duh)."
Head up to the deck of the ship to fight Kraken. However, make sure you're all healed up and have all of your Djinn inactive for this battle, because you will probably need them. Kraken, just like the last boss you faced, will attack twice each round, so you have to be prepared for taking twice the damage. Once you've cast all of your summons, start using Ragnarok with Isaac, Heat Wave with Garret, Impact on Garret with Ivan, and Ply Well then Wish (get this when the four water Djinn on her get set after a summon) with Mia. As long as you don't let your party members die, you should be able to defeat Kraden without that much trouble, although he is tough. When you defeat him you'll be awarded 5200 coins and some Water of Life. Now, go select another oarsmen and get ready for the ship to set sail. This time, though, instead of seeing a monster, the guy on top of the mast will spot land and you'll arrive at Tolbi.
Once everyone's said thank you and the likes, head off the ship to arrive at Tolbi Docks.